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Hunter-Over-Fire

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Posts posted by Hunter-Over-Fire


  1. Ships, despite being one of the most essential aspects of Ylands Adventure Mode, are seriously lacking, even after the amount of updates they have gone through. This post contains some of the suggestions I have for making sailing better in Ylands.

     

    ( 1 : More sails )

    I know that there are already tons of different sail options, but there could still be more. The sails would most likely be cosmetic and wouldn't attribute much outside of what any other sail would provide, but the cooler the ship, the happier the sailor. I recommend adding Jib, Spinnaker, Genoa, Gennake, Code zero, and  Windseeker sail variants.

     

    ( 2 : Steam Ship Animations )

    Currently, the Steam Ship Hull is unanimated apart from the rudder. The propellers don't spin even when using the Steam Engines and it looks weird. I'd like to see this changed about the Steam Ship Hull.

     

    ( 3 : Boarding Planks )

    Boarding Planks would be either a placeable article, or something that's already attached to the hull by default, or both. The Boarding Plank would extend/retract when the player interacts with it, providing decent means to disembark without falling between the ship and whatever solid body you're parked against.

     

    ( 4 : HUD Improvements )

    Currently, the Ship Devices aren't displayed on the HUD, making them difficult to work with when piloting a ship. It would be helpful if the values of the Ship Devices that've been placed were displayed on the HUD when piloting the Helm.

     

    ( 5 : Increase Maximum Sailing Speed With Engines )

    Of course, when using sails, the ship is bound to be slow, but it's the same speed when using Engines. Engines currently offer the convenience of propelling any one's ship up to the maximum current sailing speed cap without the need for full sail, but I believe they should offer a greater speed cap when being used. It'd make Engine's even more worth it to have on a ship.

     

    ( 6 : Fuel Reserves )

    Currently, Engines can only hold a very limited amount of fuel, and must be refueled individually. I recommend adding some sort of placeable building that Engines automatically draw fuel from without the express need for the player to manually refuel the engines.

     

    ( 7 : Ship Hull Additions )

    We already have respectable variants of ship afts and fores, but I want something that I can place that will match the exterior of the ship whilst reserving space in the middle. I would like to see some sort of Hull Extension that allows for the player to raise the walls, aft, and fore of a ship, allowing for a simple way to add multiple decks without ruining the generic aesthetic of a ship. There could even be variants with portholes in them.

     

    ( 8 : Centered Helm variants )

    Currently, every Helm variant is an odd number of tiles wide while every Ship Hull variant is an even number of tiles wide. I would like to see Helm variants that are evenly wide, enabling them to be easily centered on any ship.

     

    ( 9 Hull Reinforcement )

    I would like to see some way for a Ship Hull to be upgraded in order to increase its maximum integrity.

     

    ( 10 : Engine Cosmetic Parts )

    I would like a block that reacts to the Engines on a ship being on, specifically an exhaust port so that I can make working exhaust stacks and be cool.

     

    These are all of the recomendations I have for now. I'll surely return soon with more weird ideas.

    • Upvote 2

  2. On 4/29/2022 at 6:40 PM, Nikki Severin said:

    Hey! Can you please try and give me more info about what you mean? :) 

    I think what they're trying to ask is : Are you able to leave a world to sail to another world via seafaring vessel while on a rented server?


  3. Leaving the Starter Island:

    If this is exploration mode, you probably want to make a raft from Wood and grass rope to traverse the ocean. Mounting the raft will display a compass which'll point you in the direction of any nearby islands and points of interest. If you have some settings turned up, you can see the islands from further away.

     

    > There are multiple different concepts of currency in the game. There's Vendor Currency, Game Currency, and Extra Currency. <

     

    Vendor Currency:

    Vendor Currency is used in trading with Vendors (Which can be either found or summoned in any adventure world). Vendor Currency is measured in Gold Pebbles. pretty much anything from your inventory (besides a few select items) can be traded at Vendors for goods. The Vendors don't just accept straight Gold Pebbles, they can also accept other items (It is TRADING after all).

    Game Currency:

    Game Currency is generally what you use outside of ADVENTURE MODE in order to purchase personal stuff, such as Emotes, Costumes, Pets, Etc. You can acquire it through either purchasing it with real money or completing achievements.

    Extra Currency:

    Extra Currency is measured in stuff such as Exploration Points. Exploration Points can be achieved through exploring certain Random Encounters in any given Adventure World. Exploration Points are spent on Mystery Islands, which are special islands in an Adventure World that can yield challenging puzzles, and great rewards.


  4. I love the ability to create whatever I wish, especially in a game where everyone else can see it. I'd like to make my own custom models and such to give life too, but don't know how to, and am too lazy to figure out. I suggest implementing some sort of Easy-to-Operate logic node that you can attach to a model. Thinking really basic here, the node would have triggers for custom interactions, such as * On AI Attack * For triggering custom animations and such. This would provide a very simple way to make custom animals and enemies through animating, grouping, and scripting.


  5. On 10/2/2019 at 9:14 PM, Adam Snellgrove said:

    I've talked to Aleš about it and the problem would be, if two players collaborated on something, but then one stopped playing, parts of the building or construction would decay while others would not, which wouldn't seem fair and also if a Creator made something magnificent for other players and then left, It'd be a shame, if it got destroyed over time.

    Do it like rust, where you have to pay some sort of Tool-Cupboard "UPKEEP" in order to keep your structures standing. This TC could have a limited range that's either set or defined.


  6. I have several Exploration Points, But nowhere to spend them seeing as I have already completed all Adventure Islands. I could go back and play them again, but where's the fun in that. I like Adventure Islands because they introduce new scripted events and twists that you normally wouldn't not see in the regular Exploration.

         >What if there was a system in the game where you could have the players make their own Adventure Islands and vote on them INGAME, and you'd come along every so             often to Judge it. It could be like a Weekly Challenge Island that'd appear on the map.


  7. There's nothing too much better than STATUS in an online Community-Exploration-Based Game, and this is backed-up by the way you look. The way you look is how you primarily express who you are, so I suggest adding more clothing options for the player to choose from. I'd love to see more variants of Pirate and Sailor outfits (since this is a sailing game). I'd also love to see more variants of Flight-Packs, besides the general propeller pack. I'd like to see Wings, Jetpacks, Hoverboards, Etc. Armors are good for keeping the player alive in tense situations, but they also take away the player's ability to look the way they want to, unless the player wants to look like a Buffed-Up Giga-Chad in Guardian Armor I suppose. What I'm getting at is, have the player be able to edit the stats of their clothes; Able the player to upgrade clothes to have armor and resistance stats.

    • Upvote 1

  8. We've already got a hand-full of magic-based items and weaponry, but none of them are capable of being used in combat. I'd love to see a Mage Class made possible in the game of Ylands. Finally, all of those pretty glowing crystals and staffs could be useful for more than just being a spear. My ideas span from using Staffs and Tomes for producing ranged projectiles at the cost of some sort of MANA or MAGIC point, to transforming animals and creatures.


  9. 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?


  10. Currency in Ylands as it is, is gold. Gold Bars, Gold Coins, Gold Pebbles. Currency storage is a big bother, especially when you die and lose it all in a flash. I suggest improving this by making the currency metaphorical, by having it be a value stored within your character rather than within your character's inventory. Perhaps there'd be some sort of ATM that you can use to transform your Physical Change into Digital funds. The main reason I bring any of this up is the fact that Buying things with Golden Pebbles I tedious, and I'd like a way to buy items from vendors without having to place anything in the OFFER SLOTS.

    • Like 2

  11. NPCs are a fun addition to Ylands, and bring humanoid friend-oids to your world, however, they're quite lifeless and just stand in one place.  I suggest making the NPC humanoids more dynamic and cool.

     

    ( 1 : Status)

    I find that it would be extra cool if oyu could build relationships with NPCs. This could unlock a multitude of different possibilities regarding the NPC community. For instance, it could make it possible to level your NPCs, allowing them to sell more valuable items and such.

     

    ( 2 : UI)

    The current NPC Shop-Front Interface is bland and gives off a dry vibe. I would someday like to see this change, as it can making trading with the NPCs more fun.

     

    (3 : NPC Types)

    We're all familiar with the generic Trader NPC, but what if there were different types. I would find it quite fun to have NPC Body-Guards following me around, Gatherers gathering nearby resources, Quest NPCs that can both give and receive quests, and Guard NPCs that will stick close to a placed post and ward off hostiles. There's also the generic Town NPC that would give RPG-Style Side-Quest for a small exchange.

     

    (4 : NPC Customization)

    Currently, the NPCs spawn in with a random pool of clothing applied depending on the NPC Type. I've seen this pop up a few times in my days on the Ylands Forums, and I think we should have the ability to Customize our Vendors' appearance. It would add a layer of fun and originality to anyone's settlement if this were made possible.

     

    (5 : More NPC Spawns)

    I love finding NPC Vendors out in the wilds, and I'd find it more interesting if I could find them in dense clusters, such as in Town and Villages. This could make exploration much more fun, as well as provide an opportunity to become the mayor of a settlement far from your original home.

     

    (6 : Hostile NPC Quality)

    Currently, the Hostile NPCs do nothing more than run and swing and a semi-unpredictable manner. I would find it more interesting if the Hostile NPCs could wield guns and preform more advanced combat maneuvers.

     

    I'd love to see these things added to Ylands if they already haven't. I beg that the devs'd take into consideration what I've said.

    • Like 3

  12. Player-Versus-Player yields players with opportunities for loot and fun. This is immediately shot down with that fact that many devious players like to ignore the rules of engagement.

     

    (1 : Keeping inventory)

    It's no fun when the enemy has the ability to kill you and take 100% of your loot, so here are some suggestions on how we can combat that. How about a sort of item that the player can have in their inventory that would allow them to retain everything, even after death. To also combat cheesing this and leaving our victors with no reward, this item could also be limited with a sort of cooldown, so that you'd have to die a certain number of times within a certain number of minutes before you would drop your stuff on death. OR, have this be a thing that doesn't require an item. Also, whether or not this makes it into the game, I still suggest you make it so that the player only drops a select variety of item, such as coins and general resources and excluding weapons and clothes.

     

    (2 : Notifications)

    Living in a world full of human beings, and happening to be one myself, I can personally vouch that we can be completely oblivious, especially in dire times. I suggest implementing a system that would notify the player whenever their property is under the attack of another player.

     

    (3 : Offense)

    With PVP being a Under-Developed mechanic, here are some way to improve that. For starters I suggest nerfing the player's attack speed. Reducing the attack speed of the player would yield longer fights, forcing the players to get creative with their combat strategies.

     

    (4 Defense)

    Defense is not much more than a few stats and Dodge-Rolling as it stands. I suggest making a way to block with a sword and other melee weapons. I also suggest having it so that mettalic armors are more Piercing-Resistant in order to discourage players from using too many ranged weapons during combat.

     

    I do ask that the developers do take this into consideration. If so, I'd also like to see them get creative with my ideas, and tweak them.

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