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spiritchaser28

Ylands Star
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Posts posted by spiritchaser28


  1. 3 hours ago, Yo HasLEGO said:

    I understand it got nerfed because of cheaty reasons but, you know, it was darn handy for building and connecting energ😅

    Yeah it's sort of difficult now to connect hidden nodes and such in the walls without the freecamera. Does the building table allow the connection option ? I used it a few times to connect hidden nodes and energy sources. Some changes were good, and I agree we shouldn't be able to use freecamera to look into the dirt.....but I think the distance could use some work . I used to take plenty of screenshots of cities using free camera from an aerial perspective......now I can't even do it without building a tower or some hover platforms. I'm cool with the free camera not seeing through walls or underground, but for people that love to take aerial screenshots the distance could use a bit of work. Now it feels like you have a selfie stick and cannot get any further away than that.


  2. 19 hours ago, zarwil said:

    I mean sure, but gathering resources isn't difficult or anything, it just takes time. It's equally ridiculous to me that you could create an invincible ship and travel around stomping everyone. I suppose you could have an upper limit to the health bonus to avoid that. Like, somewhere past 200-300% hp, additional materials won't increase hp anymore.

    I agree there should be a cap depending on the resources. There's a speed cap with the engines and sails so it only makes sense. Ships aren't invincible but it would be a nice feature to add a certain amount of hit points. Again this may be too complex to program for the moment and I am certainly happy with all the other work the dev team is doing and don't want to distract them from all the quality of life updates they have been giving us.


  3. 11 hours ago, zarwil said:

    I feel like this system could easily be abused without serious restrictions in ship-building. If you were to just add a check to see which blocks are part of the ship weld (and add hp respectively), you can just place a steel block somewhere inside the ship hull (so it's not visible, and ruins your design) and duplicate that block a few houndred times until your ship is practically invincible. Of course it'd be expensive, but people are willing to grind.

    Good point but remember people would have to gather resources for their ship....It's sort of unfair that a steel catamaran with 5 thousand steel blocks has the same hit points as a catamaran with one bamboo block 


  4. I do love the new ship damage system, however after playing around with it for a bit I noticed something. There are a few players that I play with that decided before the ship damage system was in place they would make ships out of steel (in order to take more damage when the ship damage system finally was in place)....their efforts seem to be for nothing now since the damage is only applied to the hull.

    So my suggestion is (and I think this may be a bit complicated).....is there a way to add to the amount of damage a ship's hull integrity can take? For instance, bamboo would add just a slight amount to the hull integrity while steel could feasibly add more to the amount of damage the hull can take? Right now it seems it makes no difference if you have a ship made from bamboo versus a ship made of steel because the damage is only applied to the hull.....but if a system were in place that calculated how many various blocks added to the hull integrity depending on the block types I think it would be a bit more balanced......As of now a catamaran with only a few bamboo blocks can take the same amount of damage as an armored catamaran made completely of steel before it sinks.

    Again this is a complicated suggestion, and I am sure it is possible....but I wonder if it would take too much effort from the Dev Team. I don't want to take away any time from all the other fantastic work they are doing....but maybe this idea could be kicked down the road for a later update?

    While we are on the subject of ship repair....are there any plans for building repair and armor and weapon repair  (and even cars....think catfish oil changes ) in the future? I realize this requires a ton of programming but I do believe people have been requesting those types of systems for a while. I think it would enrich the players game experience when they have to do a bit of maintenance occasionally. I know once a year I'm up on the roof of my house in real life doing minor repairs. It's a little tedious at times but it keeps my property value high so the effort is worth the results.

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  5. 36 minutes ago, XXon said:

    Once upon a time, items wore out and broke. I think you must do it yourself now. but you could count each time you are hit, subtract the hit points off of your armor each time. Go to blacksmith, bring hit points back to original.

    With the new ship repair system in place, I have a feeling they may integrate an armor and weapon repair system soon. Personally I like the idea, but some may try to rebel against it. ( probably the same folks that were upset about the propeller pack and breathing mask nerf) I also think it would be cool if they integrated a building repair system. Several games have some sort of system in place for these things (Valheim is a great example)....not sure how much those systems would task Unity engines though.....


  6. 6 hours ago, Deadeye_Rob said:

    Can we eat whilst sitting down?

    100% need that Quality of Life mechanic!

    Totally been wanting this too! It would be nice to sit around a table or a campfire with friends without having to get up every time to eat something. It would also feel like more of a social game. Just a little animation tweak and it can be done


  7. 31 minutes ago, Elenis said:

    I think, but I'm not sure, that surfacing is twice as fast as submerging. If I use half the tank during a dive, I have about a quarter of the tank to explore and if I don't find coral I have to go back up immediately.

    I've died a couple times coming back up for air at less than a half tank. So I'm not certain either....I just know I check my depth meter before I decide to dive now. It's it's ludicrously deep I don't take the chance.


  8. 1 hour ago, Elenis said:

    The fact that several hundred threads can be produced on a single spindle nowadays strikes me as odd to say the least. Plus, with the ylands heading towards an industrial revolution, there could be large production machines. In addition to the existing workstations, have a new workstations that need ylands power and take up a lot of space. They could produce those by the hundreds, and it would have a really good atmosphere too.

    Instead of a small workshop that looks like the middle ages, you walk into a hall with big machines full of moving parts and spinning wheels, and above it all are flashes of ylandos power lines.

    This is an intriguing idea. Perhaps they could make the workstations  unavailable for mass crafting until you build a machine that allows it to do so. It does seem odd you can smelt several hundred iron ingots in a matter of minutes...perhaps an attachment to the smelt with a conveyor belt would allow the possibility of bulk crafting. Each workstation could have individual machines that would allow the bulk crafting option.


  9. 1 hour ago, Elenis said:

    Even now, you can stay underwater for a very long time thanks to air corals

    My issue is finding them sometimes. By the time I get to the bottom in some areas I have to turn immediately around and go back to the surface or die because I'm at the halfway point in my tank. If I spent time looking for them I would surely die in some of the places I have dived


  10. 9 hours ago, TonyPearce said:

    I think Ylands is not a diving simulator...Not even many scuba diving games have "diver disease".

    Yeah once you throw Elves, Mutants, Atlanteans, Golems and Mythical animals in the mix, you can sort of toss the idea of "realism" out the window haha. My point is it would be nice if we could descend faster with some method or just be able to switch air tanks like we used to do


  11. 13 minutes ago, zarwil said:

    You don't want to limit players who have good PC's with an artificial limit, but on the other hand, an enormous blueprint can easily freeze someone else's game.

    I hadn't thought about that aspect of monetezation. Makes sense though.

    And heck yeah Blueprints made directly in editor has been a dream of mine since I started playing.


  12. There is an underwater temple ruin random encounter that has a few shark trophies. I know there is another encounter that is on land that has one, but can't remember which encounter off the top of my head. You can find a lot of the elven stuff in Taiga Tundra regions.


  13. 13 hours ago, TonyPearce said:

    how can I craft a shark trophy?

    You can't. It can be found though.

     

    2 hours ago, TonyPearce said:

    it seems that the volcano can't cool down by itself after I finished it,

    They may have changed it. It's been a long time since I completed Ember Yland


  14. 7 hours ago, TonyPearce said:

    @spiritchaser28 Do you know anything about this?

    I playtested this before it was added to the Mystery Ylands. It's @Mello1223's baby. All I can say is it  can be solved, but requires some outside the box thinking. Definitely a fun puzzle game and I absolutely love the train. Just keep looking. You will figure it out.


  15. 5 hours ago, TonyPearce said:

    One question, after I spent some exploration points, will I forget some recipes?

    No you shouldn't forget any recipes once you learn them. The issue here is learning the recipes by finding super rare encounters 20 thousand leagues below the sea. You may learn the recipe if you are lucky enough to find them, but there's also a good chance you will die from lack of oxygen once you get there. It's why I still think they should allow people to switch air tanks like actual divers do all the time., or at least have some sort of way to descend to the ocean floor faster. Some people have suggested diving bells and that may be a good option. 


  16. The resources can be difficult at times to find. I have heard a ton of people asking about things like anemone goo, ylandium components, tubular porifera,and other resources that seem to be difficult to aquire. This has not been much of a problem for me because I trade a lot with other players.....HOWEVER....some things still require the recipe to be unlocked even if you have all the ingredients for them. I think once you aquire the ingredients, the recipe should naturally unlock. For instance I have every ingredient for the ylandium wrench and alien cutter due to trades I have made to aquire these items for the intent purpose of crafting them.....even though I have all the ingredients, the recipe does not unlock unless I randomly stumble onto a rare encounter that unlocks it. ....I understand the devs are trying to make things more challenging (which is appreciated) but I think if you have everything a recipe requires, it should unlock naturally. Am I the only person that thinks this way?

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