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spiritchaser28

Ylands Star
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Posts posted by spiritchaser28


  1. 5 hours ago, XXon said:

    Yes, those are space pirates in the background. Something I'm working on.

    20230215113122_1.jpg

    Uh....you do realize you are commenting on a post that's almost 3 years old? Just wondering why. If you go back to the original post it's almost 5 years. P1 is irrelevant now.

    • Like 1

  2. On 5/24/2022 at 9:19 AM, Nikki Severin said:

    Tweaked: Sails are now transparent when the player is behind them.

    Nope. Still fully blocking my view


  3. On 6/7/2022 at 2:21 AM, handofthesly said:

    I can see others have posted similar requests but I thought I'd add my suggestions too.

    Diving down is too slow, it's more like free floating down. If the Heavy diving boots allowed you to sink quicker then that would give more incentive to craft them and use them. Otherwise we need to be able to actually actively swim/paddle downwards using flippers. We can't oxygen boost up or down either. It can take half the tank to reach the sea floor and if you're unlucky and there's no oxygen coral nearby then you have to go straight back up again.

    Shark repellent flare duration is much too short, they need to last longer. It is cheap to make which is good but it takes way too long to activate them, they should activate instantly. It would also be great if you could perform other tasks like mining, collecting fish/oxygen etc without it canceling the flare, almost need a second hand slot or something that would allow this. Otherwise the ability to drop them while you swim so that they continue to burn whilst you work.

    The shark repellent beacon is also kind of useless unless you have an underwater base which isn't really possible. I understand it can be attached to boats but the area of effect is too small for that to be of any use when you are 200m underwater. It needs to be equipable and able to be carried around underwater and easily portable, at the moment you need a demolition hammer to break it into it's individual components. I realise this might make it overpowered but it already is quite expensive to make.

    Death chests ideally should float on the water. It can very tedious and annoying to have to retrieve it. Especially if you died during underwater cave exploring and lost your way.

    Oxygen harvester should allow you to tether to it with a hose for a continuous oxygen supply so you can swim within a set distance without needing to stop and go back to the harvester. Maybe make the heavy diving helmet into an actual diving bell that hooks up to the oxygenator. Another option would be to allow the swapping of oxygen tanks underwater or the ability to drink potions underwater but the diving bell/oxygenator combo provides an incentive to craft and use those items.

    Anemone Goo is always half buried and extremely difficult to find. I thoroughly searched a massive Anemone Forest to find only 2 pieces. Maybe an easy fix is to make the model slightly taller so it's not always half buried.

    It is really difficult to find specific underwater biomes sometimes. Just recently I spent hours sailing around for an Anemone Forest and managed to find only one very small patch of it that didn't even have 1 piece of Anemone Goo. Maybe I was just unlucky with that map but it would be handy for there to be a feature to upgrade the mapping tool to allow for a larger area to be mapped quicker while you're sailing around. Maybe if you've crafted and placed the sonar and depth gauge on your ship then it gives a boost and clears the fog off the map in a larger area.

    I believe most these ideas are being addressed in the next update


  4. I know for a fact if some of your friends do not own the exploration DLC they won't be able to join you in exploration. They will be limited to the tutorial Yland in Exploration until they purchase the DLC.

    That being said, if they all own the DLC the best way to invite them is in game when you have the map fully loaded. Press esc, then click invite friends. If some of them are having trouble connecting it may be because you are hosting and your computer can only handle so many people, or because someone trying to connect to your sharegame has a slow computer or connection (The devs recommend 8gb RAM but I personally recommend 16 to 32 gb ram for multiplayer). If you make the game a sharegame you can have a friend with a more powerful computer host. That seems to work best. The other option is renting a server. When you rent a server nobody is actually hosting except Bohemia. Keep in mind if you only want to play with your friends and don't want some random strangers to join it's best to have your game password protected. That can only be done with a sharegame or rented server. If it's done via sharegame, whoever is on the map first is the host and when they leave it boots everybody out until someone else with the password decides to host.....If it's a dedicated server nobody will get booted out when someone leaves.


  5. 3 hours ago, Igor Q. said:

    I mean, whenever I use pixel cubes, I use them exclusively with a weld, so I don't really see how it can be problematic. Let the user destroy his own computer if he really wants to! 😂

    Well yeah you understand collisions and how welds work because you've been playing a while. New players however might get turned off if their computer crashes when they try to make something with 4 million pixel cubes. I know I crashed several times when I first started messing with the game and with editor, but I'm patient like you are. Lots of players don't have patience so I'm guessing that's why the pixel cubes aren't included in the basic shapes. @Mello1223 has made some crazy things out of thousands of fence posts and other smaller entities, but he also has experience and patience. I've witnessed him walk away from his computer for several hours while he waits for something to load in editor, and he has a mid range computer. I personally have a low end laptop that initially only had 4 gb ram...it ran some of the games fine but crashed a lot until I upgraded the RAM to 16 gb.....and even now some things can lag a bit if I make something with too many collisions. Welding helps but it's not useful for blueprint builds which is what I mostly make.

    • Haha 1

  6. I think some players may be frustrated at waiting for thousands of them to load if they build something too big with the pixel cube. I know Mello has mentioned waiting hours for some of his builds to load. Not all of them have to do with the pixel cubes (Sometimes he just builds huge things)....but if it were used in basic shapes I could imagine people using hundreds of thousands of pixel cubes to make a mid sized shape. (Like the one you have pictured above)

    I thought maybe it would be a good idea to use pixel cubes in blueprints but was given a fast answer from the devs "No"   Then I suggested maybe a limit to the amount of pixel cubes in blueprints.....Not sure if they are tossing that idea around or not. I personally like to use them as little buttons and small designs.....I guess we can wait and see if they figure out a way to speed up the loading time on collisions in the future.


  7. 2 minutes ago, handofthesly said:

    I was annoyed to find out that you couldn't switch out oxygen tanks or use divers potions underwater. If they added those features in then it would improve things dramatically.

     

    Also agree, the heavy dive boots at least should make you sink much quicker, maybe at the expense of swimming around quick but of you could change your boots to flippers while underwater then that would be fine.

    We used to be able to switch out tanks....not sure why they nerfed that idea.....people do this in real life.


  8. 11 hours ago, Misa_Bondejcgirl said:

    Hello, thank you for the info. Can you please send us your logs and crash logs? It would help us to solve the issue. Thank you :)

     

    I am betting they didn't save the logs before they went back in game to discover it missing. @sazml If you need some help with Items you lost, feel free to add me in game. The name in game is Spiritchaser28


  9. Also regarding point 2, in the next update we will be able to hold certain items in our hands on the mounts. I know torches, compass, and being able to eat while mounted are planned, so maybe using weapons will be coming soon as well.....with the weapons however it may take a bit longer to program because each weapon will require it's own specific animations. I once heard Ales say they won't release any improvement to the game until they are completely satisfied with how that improvement looks. It's one reason first person camera was nerfed in the early stages of development. That doesn't mean they still aren't working on making it possible, but they are sort of perfectionists when it comes down to small details with appearance of the overall game experience. So my suggestion is just have patience and we will see what happens in later updates.


  10. 4 minutes ago, Deadeye_Rob said:

    As I said, I’m no marketing Expert but maybe a new refreshing marketing drive might help?

    They hired a new marketing director a few months ago and I believe even this part of the game is now being addressed in a lot of ways. As with anything Ylands however, patience is always required for good things to happen. I said it years ago, Ylands is definitely not a game for impatient people LOL. All I can say now is the years waiting for improvements to the actual exploration aspect of the game have finally come to fruition and it has been well worth the wait.

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