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Aleš Ulm

YLANDS TEAM
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Everything posted by Aleš Ulm

  1. Aleš Ulm

    Dev Diary #14

    Thanks a lot, everyone! @Hurricane43 Bohemia Interactive will be a pre-Gamescom live stream with one segment dedicated to Ylands (where two other devs and I will talk about the game and answer questions ). It starts on next Thursday 17.8.2017 at 18:00 CEST / (Ylands bit is supposed to start around 18:45 CEST. Will post info about this event on Monday or so.
  2. Aleš Ulm

    Dev Diary #13

    Hey there, fellow ylanders! This Dev Diary will be a bit difficult - it’s always fun to tell you good news and announce cool new features, but there are also times when less exciting news have to be told, and when such time comes it's best to just tell things as they are. And the thing is that originally we planned on releasing the Rainy Roads sometime next week. We have fixed as many issues as possible in the given time. The new weather system is working great. We are building both cool and weird vehicles and driving them (we’ve actually done that for many weeks now), and final tests are about to be finished... but despite this all, we decided to step back, delay the update release further and take some more time working on the cars. We kept adjusting the controls and cars' behavior heavily for weeks now - there was a new build with major changes every few days and we believed we were “almost there.” Right now we have a solid version that is fully working - but many of us who have tested this week's "final" iteration feel that the controls and cars' behavior still deserve further tuning. That even though these cars, just as the update name suggests, are meant mostly for roads (specific off-road cars will be added in the future), driving them in rougher terrain could work better. Honestly - if this happened 6 months ago we would have probably just released it anyway. The game is still early alpha and it wouldn’t be the first time we released something knowing that it required more improvements in the future. Right now, however, when we plan to enter Steam and the team is getting bigger, we need to start tying loose ends instead of creating new ones. We need to stop thinking of the game as of something that can handle anything we throw at it just because there’s “alpha” written next to it. It goes without saying that I take the full responsibility and apologize for us feeding the expectations that the update “is almost out of the door” when talking to you here on forums. We genuinely believed that the final tuning would be way easier to do and some of the issues that still make the controls less than ideal required just a small fixes, that everything would click and fall in place to create a very good experience like it did in the past - and we were wrong. Lesson learned. Just another day for our test drivers... Exactly because of this, we're not going to give you any new ETA, because we’re not going to do the same mistake twice - but we’ll be telling you about our progress regularly and as long as necessary. Right now we just know that we decided not to release it next week, we'll take a good look at it and see how it can be improved. As a side note - this doesn’t affect other features or updates. Only a few people will keep working on tweaking cars as the rest of the team continues working on other features and fixes, so delaying this update some more doesn’t really mean delaying the subsequent ones. Also speaking of delays and time estimates - since I’ve already pointed out this elephant in the room, let’s talk about him some more. We want to give you as much information about our plans as possible. We'd like you to have at least a rough idea when some features and updates are coming in the game so that you don’t have to keep asking on the forums every single week. The problem is that we’re treading an unknown territory here - a totally open sandbox world with fully destructible terrain, lots of simulations going on, seamlessly switching between single and multiplayer and using 3rd party game engine, various unexpected issues appear all the time. Also sometimes even when a feature has already been implemented and we test it we find it’s really missing something and we decide to improve it - and even small changes and additions take time (especially since everything needs to work properly in MP which doesn’t just “happen” by implementing it in SP and requires a lot of work). Because of that we decided to hold back a bit when talking about estimates and deadlines - we don’t really want to go full “it’s done when it’s done”, but at the same time, we need to avoid situations like this one. So if at some point you ask about a future update ETA and receive an answer that’s rather vague - it’s not because we don’t care. It’s because we do and because I honestly don’t feel like writing another post like this anytime soon :). Thank you for your understanding and as always we're ready to answer any questions you might have below this post. I will see you in the next Dev Diary. Until then - have a great summer and stay classy!
  3. Aleš Ulm

    Dev Diary #13

    @silentghoust Yes, some MP/dedicated fixes are coming with the upcoming update - we're quite excited about new "diagnostics" system that will send us any problems dedicated servers encounter right away so that should help us locate and fix even the remaining issues rather quickly.
  4. Aleš Ulm

    Aircraft suggestion topic

    Now that is something pretty cool Thanks!
  5. Aleš Ulm

    Dev Diary #13

    @WijkagentAdrie Sorry for the late reply! :) The steering wheel block comes always with both the seat and the steering wheel. There are several variants - some are made in the way that they complement other pre-made car-specific blocks because of the side/back walls they contain, but there will be also ones that consisting only of the seat with the steering wheel.
  6. Aleš Ulm

    Dev Diary #13

    That seat can be seen, for example, in the rightmost car in the picture. On its right side (I guess it's made in Britain ) there's a variant of driver's seat with a steering wheel - and right next to it, there's a simple passenger seat so yes, you're more than welcome to take your friends for a ride! Before anyone asks, though - currently it's not possible for the driver nor passengers to shoot from the car. That may be added in the future, but not in this update.
  7. Aleš Ulm

    Dev Diary #13

    @WijkagentAdrie It's a driver seat - that's actually a new asset, 2x2 tiles object containing steering wheel and a seat. @John - Ylanders Players creating cars like those is definitely something we look forward to very much
  8. Aleš Ulm

    Dev Diary #13

    Thanks, guys - it's always nice to see how classy you ylanders are @WijkagentAdrie Yes, adding more than one engine does make your car go faster (but only to a certain point - once the maximum speed for that vehicle (car but also ship) has been reached, adding more engines doesn't make any difference). Every engine has its own fuel, so when one runs out of it, the others keep going usually resulting just in slowing down). The weight is not taken into account, but as with the ships, there's an imaginary box on the chassis which limits you so that you don't build something huge. @Dirtyefenhairy You're right - we are aware of existing MP issues (as well as the fact that the game needs further optimizing). We're doing our best so that those issues are fixed before we officially enter Steam Early Access in November. Two updates are planned before that (0.5 and 0.6) - many existing issues should be fixed in those.
  9. Aleš Ulm

    Dev Diary #13

    Good question because making jumps with cars is actually one of the things we think should work better than it does in the current iteration (so yes, we believe the cars should be able to jump :)). As for loops - it is not possible at this moment. As to whether it will become possible at some point - that depends on how much additional work we're going to put into cars.
  10. Aleš Ulm

    Dev Diary #13

    PS: Also, we kind of put discussing the monetization plans on hold because of finalizing this update - with most of the features in places and tested I believe I will finally find time later next week to return to that. I will continue working on that FAQ so that our plans are explained in detail and our discussion may continue. Thank you for your patience!
  11. Aleš Ulm

    Sneak Peek #36

    Hey there, fellow ylanders! With Rainy Roads almost out of the door, it’s time to look a bit further. Up until now, we have always unveiled the following update theme as soon as the current one was released. Today we’re going to change that and I will tell you about what’s planned for 0.6. There’s actually more than one reason for that. Firstly, as both the team and the project keep growing in size, more strategic planning is necessary and we want to discuss things with you in advance. Also, sometime after we get to Steam and things settle down a bit, our plan is to give the brave ones among you the opportunity to access the development branch of Ylands in some way so that you could see what’s being cooked and provide us with relevant feedback early on. If we do that there will be fewer surprises for you, but we believe it’s going to be worth it. So what can you expect in 0.6? Cheerful Characters! Internally we call this update NPCs, but that can be a bit misleading, because for many, “non player characters” are often synonymous with “player friendly characters”, which is not really the case with our NPCs - more times than not those will very likely be humanoid enemies, that will, just by their presence, bring life to otherwise empty single player games. Take the “Wild West” game available at our Workshop - how cool would it be if even in single player you could decide to defend the town against attacking enemies or vice versa? In 0.6 we want to go over what we created so far and improve it with the new features available to us. I think you can imagine that if NPCs come hand in hand with even some support for our current "visual" scripting, it will let both you and us create some really great games. Now picture it full of life with NPCs roaming around! Hopefully, they are not aware of their existence like in the Westworld series And it’s not only about pre-scripted situations or combat set up in a fixed way. We were glad that several of you already mentioned pirates because that is one of the things that we’d like to do in 0.6 - dynamic random encounters where pirates would be guarding treasures or hunting you down. With that, your ylands will get a bit more dangerous and a whole lot more exciting. We have a lot of plans with characters in Ylands and we believe 0.6 will be a start of something really big and interesting! So that’s it for this week’s Sneak Peek and I’ll see you in the next one. Until then, ylanders, enjoy the summer and stay classy!
  12. Aleš Ulm

    Sneak Peek #36

    Yes, just like Ane said the next week we'll spend doing final pre-release QA focused mostly on the cars (those who ever created anything physics-based know that those things can be a true nightmare to set up properly ). It's great that we will be able to test it even with something the community made!
  13. Aleš Ulm

    Sneak Peek #36

    Once again thanks for the feedback guys - feel free to tell us all the ideas you have when it comes to NPCs! 0.6 will be the very first iteration of NPCs so obviously many things you will come up with will be impossible to do with that version (don't worry though, it will still be a great update ) but telling us now is important so that the system we create is robust enough to allow for those to be easily added in future updates. @Hurricane43 As for getting the 0.5 patch notes earlier - that is, unfortunately, not possible right now, because notes about the changes and additions we make are normally stored in our internal format, phrased in a way that isn't really "player-readable" (they contain references to internal issue tracking system, internal notes etc.) and we "translate" those to something player-friendly basically right before the update is released so that it contains even potential last-minute changes made based on final QA testing. As I wrote above that will change sometime in future when we're ready to let players access our builds in advance but there's still a long way ahead of us before we get to that stage.5 ahead of time? Perhaps next week?
  14. Aleš Ulm

    RESOLVED Friend cant join game

    Sure thing, we're here but I have to say we are at loss as to what could be the cause of this - I've never heard of anything like that before. I can't think of anything the game could do to affect the system as a whole. The issues has been passed over to the programmers so maybe they will be able to come up with some ideas. In the meantime could you provide us with the game log copied after the game kicked you out? Thanks!
  15. Aleš Ulm

    Sneak Peek #35

    Hey there, fellow ylanders! After a few Dev Diaries here’s finally a Sneak Peek where we talk about what’s being currently developed for future updates. “Rainy Roads” are pretty much around the corner so we’ll go over things you can expect there - but since we kept you waiting for this post for quite a long time, let me make up for that at least a bit by mentioning even some of the features that are planned for later updates, features that we’re either already working on or that we have designed and are waiting to implement. So let’s start with the ones that won’t be in the upcoming update but that we are excited about so much that we just need to tell you right away As the team keeps growing we see first results. Our animators and programmers started working on a completely new character movement system. For a long time, we weren’t really happy with its current state. The controls worked in general, but at times they felt kind of sluggish, with the character not being responsive as much as we would like. At this moment we already have a prototype that makes controlling the character feel a whole lot better. Just to give you some idea - with these new controls players would be, for example, able to easily jump between small platforms where they are now struggling immensely. Also in addition to running, we’ll be introducing walking. Speaking of character controls - we’re looking into other things as well so even controlling a horse will be substantially improved. Once we’re done with the movement, we’ll be reworking the camera from scratch. In case you’re wondering what the overall game feel will be like when we’re done with this - probably the closest thing that comes to mind is the latest Zelda. Not only will that help improve character controls as well, but some things like riding a horse or sailing a ship will feel more natural and fun. Now we finally have enough designers so that we can go over every single system in the game, discuss what needs to be changed, removed, what feels half-baked and needs more love in general (and boy, are there many things like that! ). At first, though, we went over some things that you seem to be reporting a lot - so let me tell you something about the inventory. Especially those new to Ylands are often not used to games where you can pick up so many things in such large amounts and end up with an overflowing inventory almost immediately. The truth is that it may also not be always obvious which of the objects are important and which aren’t - but let’s leave this aside for a moment. Tired of feeling like Yago, grass and dirt always filling up your pockets? Never more! We don’t want to introduce an easy but not very realistic solution of letting players carry huge stacks of everything. It’s obvious we already let players carry around so much stuff that it has nothing to do with the reality - but we still want them to think at least a little bit about the space. We introduced containers (and we keep adding those - we’ve already added some that are super easy to create right at the beginning of the game, and we’ll be adding some large ones) - we want players to pack their stuff in containers on their ships as they sail into the unknown (or, newly, to put stuff in their cars' trunks). Nevertheless, we see that the current inventory system needs some improvements so this is what we’re planning on implementing. * ways of sorting the objects in the inventory * specific inventory “containers”. Those won’t be anything like backpacks you equip and can stuff anything into them. Those will be things like herb pouches, key chains, etc. For example, we are aware that a lot of inventory space is very often taken up by various plants. Now our plan is that if you put a herb pouch in your inventory, all your plants will be stored in it, freeing a lot of otherwise occupied inventory slots. It will be operated the same way as with things in the Cube that have variants - you click on the pouch, it opens, you see all it contains with the first slot acting as a “back” button. Things you pick will be automatically placed in the corresponding containers. This will let you carry more things while at the same time keeping your inventory organized. We’re also working on a system that would let you color many building blocks in the Editor to the color of your choosing. Green bricks anyone? Sure, here you go! So much for me creating some hype for the future updates (actually there’s much more we’re working on, but I need to keep something for future Sneak Peeks ) - let’s get down those Rainy Roads! Firstly we’ll be releasing this update with some internal changes and fixes done to dedicated servers. We believe these will fix at least some of the problems you’re experiencing - and for those that possibly remain we are now sending your internal errors directly to us as they’re happening, so even without you reporting a thing or sending a log we will have a way of checking how things are, and with all that detailed information we should be able to fix those and release a hotfix shortly. Some of you have mentioned that you would like to have all existing block shapes for all the materials (that, for example, some block shapes were only available as wooden blocks but not as stone blocks, etc.) - hopefully in this update you’ll be able to find what you were missing (be sure to let us know if you don’t!). There are some minor, but quite important improvements - for example setting up energy streams is now better visualised and easier to do. And don't forget about the new weather system, making our survival experience ever more challenging! Hm, that’s probably everything we wanted... oh, wait, the engines, right? When building a car, you will start with a chassis. Right now there will be two types available, but we’ll be adding more in the future. On the chassis, you may, as with the ships, build anything you want. There will be some new objects made specifically to let you make your car look like... well, like a car, but once again you can use pretty much everything that’s in the game to build your dream vehicle. If you want it to move, I suggest you add the seat with a steering wheel and at least one engine (yes, there can be more, giving you more power and speed). With this update, we will be releasing two types of engines: ylandium and steam engines. Ylandium engines need to be filled with ylandium cells (you should be able to tell how much “juice” each motor has just by looking at it). Steam engines run on wood and coal. To make things simpler, instead of making you place dynamo on moving parts of the car we made it already part of the engines, so they already come equipped with energy nodes. Why? Well, you will probably want to equip your car with lights (be it the front mask object with lights already installed or any of the existing light sources), so this will give you a way of powering them. If you step in your car and press forward, the engines will be started for your convenience automatically, and we turn it off once the driver leaves the car. However, if there’s no driver controlling the car, it’s possible to start the engine even from the outside of the car so that you can for example power the lights on a car that’s standing still. Cars can be obviously fitted with trunks. Also, to make sure you have some place to test the cars, there will be a nice racing track available for download at our Workshop. Another nice thing about the engines is that they can be placed on ships as well (not on the small boat at this moment - that will change though). Again those can be used both for propelling the ship and powering energy devices at the same time. When you’re in control of the steering wheel, you have the option to switch between sails and engines, so if the wind is good enough, there will be no need for you to waste the precious fuel... while on the other hand, you will be able to turn on your engine and make your way directly against the wind while waving the less fortunate sailors goodbye. So these are some of the things you can look forward to seeing in the game. We’ll be talking to you soon again and until then - have a great time and stay classy!
  16. Aleš Ulm

    Sneak Peek #35

    That would be awesome indeed! As a side note - I know you guys keep asking about the robots from time to time but I'd rather not go into details about that because of two reasons: firstly at this point, we ourselves have only a very rough idea about how we want them to work and before we're ready to discuss it any further more research and testing need to be done. And secondly - we are currently not working on this feature at all. Given everything that's already planned it is very unlikely they are going make it into the game sooner than within a year or so (unless we decide to strip them down of the advanced features we'd like them to have... which would be a pity). I know you are as excited about them as we are but I don't want you to be misled and to keep you guessing with every single update if they're already coming or not. We'll definitely let you know as soon as things start moving since we're gonna need a lot of feedback on that from you anyway. Don't worry though, there are many other awesome things coming your way before that
  17. Aleš Ulm

    Sneak Peek #35

    It's good to see that we're on the same page as most of the things are planned to be added at some point as well. As soon as we have NPCs we'd like to have some more interactive encounters like pirates raiding the ylands - for example some of them staying on the beach guarding their boat with a chest filled with loot with others venturing deeper in the yland looking for things to plunder. In general, once we have NPCs (both friendly and hostile), the gameplay will get a huge boost in many ways. You can already find sunken ships on the map (look for floating debris - sometimes it marks just like that) but those encounters can be more interactive and you should be able to salvage those. The robots you mentioned - definitely! Actually, we've had them as a part of the roadmap on our website pretty much since we put it there and that's one of the things we're really looking forward to having! It won't be a trivial feature to implement (we want them to be fully programmable) but if done right it will be epic. And thanks a lot for the great sketchup - I wil definitely get back in touch with you about those! Thanks for all the feedback and have a splendid weekend!
  18. Aleš Ulm

    Sneak Peek #35

    Coloring blocks in Exploration: that is definitely something we want to have as well - we still need to discuss how will this be implemented in detail. Inventory pouches: definitely not this update. I feel we really need to have it when we enter Steam in November, but since it's not as trivial as it sounds to implement, I'd rather not give an exact update where it's going to be introduced. But rest assured that we feel this is really important. The object stacking remains unchanged for this update. Could you maybe start a new thread about it (sorry if there's already one - just point me towards there) where we could discuss it separately? If we are to make any changes those will be mostly on per-item or group basis and we'd first like to talk about it. Thanks! Weather: sure, the weather you experience is based on the biome (no snowing in hot arid regions etc.). Also, the weather changes happen based on a certain system - it's not that it keeps raining every two minutes or so. We're looking forward to getting some feedback there.
  19. Aleš Ulm

    Sneak Peek #35

    There's a lot of adjustments and fixes for existing items but, there's not much new (I mean thing not related to the new features). It's a bit unfortunate but I can't tell you why, what were our artists working on (in addition to cars and weather), because it's a kind of surprise - I hope that I will be able to give you more information about that in about a month or so .
  20. Aleš Ulm

    Dev Diary #12

    Hey there, fellow ylanders, originally this was supposed to be a Sneak Peek telling you something about engines the upcoming update brings, but in a bit over a month we will be presenting Ylands at Gamescom, talking to media about the game’s future, and we felt you deserved to know what we’re going to tell them in advance - at least about one specific topic. Let’s talk about our monetization plans. When we arrive at Steam we will be adding some additional monetization to the game. Because this is often a very sensitive topic I would like to take this opportunity to explain in detail how is that going to work - but let’s make one thing clear right away. The question everyone is probably asking now is “If I buy the game and don’t spend a single dollar more, will I miss something? Will my experience suffer in any way?” The answer to this is a definite NO. The monetization planned for the Steam release will have zero effect on gameplay mechanics, your skills or your progression through the games. Those who have been with us for some time already know that pretty much every single of our regular updates bring cool new features and things (others can find information about 24 updates we've released so far at our roadmap). That won’t change. Our updates will still be bringing tons of new objects, building blocks, clothes, weapons etc. accessible to everyone for free. Actually, with most of the departments increasing in size 2-3 times you can expect things to get a lot more interesting. All that for what we believe is a reasonable purchase price (10 USD now, 15/20 USD in early access / for a finished game) for a game that will be updated for many years; a game with no paid updates and no hidden costs. The system we’re proposing is, we believe, fair, has nothing to do with ugly “pay 2 win” schemes and, perhaps most importantly, motivates and rewards those who bring quality things into the game. So how we think things might work in future? * we plan to introduce a “hard” currency called coyns (fun fact: just like ylands is an archaic way of spelling “islands”, coyns are the same to “coins”) Will we now start misspelling the word coin in our everyday life like it happened with island? * players should be able to purchase coyns for real world currency and then use them to purchase “cosmetic” objects (that have no effect on gameplay) or things community made * players will be able to earn coyns - while we expect most of the Workshop creations to remain free for everyone, it would be up to every content creator to decide if they want to share their creations for free or sell them (we will get to this at some later Developer Diary as it requires some in-depth discussion). This is a win-win scenario for everyone, resulting in Workshop having more high-quality content. * at some point we may let players exchange the coyns they earn back to real world currency. Yes, if you're skilled, if your creations are so good, or your games so enjoyable that others are willing to pay for them, it would be only fair you get rewarded... and who knows, maybe in the future, when Ylands grows bigger, making amazing things for others may become your regular (dream) job Alright, so you have bought some coyns (or earned them), what can you get that is otherwise inaccessible in Ylands Steam version? * for some game items (weapons, armors...) players will be able to purchase visual upgrades that will make them look different. The important word here is visual - the object will retain all its original stats, so, again, there will be no “pay 2 win”. Not now, not ever. * players will be able to purchase some decorations and place them in the world - things like paintings, statues and such. Once again, every single object will be evaluated to see if it doesn’t bring some kind of competitive advantage to those who buy it. * like written above you will be able to use coyns to get paid content from the Workshop So these are our current plans, and as always, we’re listening to what you have to say. Nothing is set in stone - things that won’t work will change, you will always be more than welcome to tell us your worries or doubts and you will always get an honest (non-automated ) reply, and together we will try to find the proper solution. In the end, there is only one goal. To keep making a great game that as many players as possible can enjoy for years to come while making sure it stays a nice, friendly and honest place. Until we meet again, my fellow ylanders, stay classy and have a great time!
  21. Aleš Ulm

    Dev Diary #12

    There's a quite detailed Sneak Peek coming out tomorrow with a lot of info on both the upcoming update features and some we're planning to add in the future.
  22. Aleš Ulm

    Dev Diary #12

    I do see where you all are coming from - I understand that if you didn't care about the game at all we wouldn't be having this discussion in the first place. And no, reading a harsh feedback isn't really one of the greatest activities I can think of but we do care about the game as well (surprise! :) ) and we feel this a necessary part of the process. This discussion isn't here so that we just tell you how things are going to be, throw in some answers here and there, then tick off "gather some feedback" and go on as if nothing has happened. Bethesda was mentioned several times so once again - saying that we're going to do the very same thing isn't fair especially given the minimum information we've provided you with so far. I think I mentioned somewhere that we already implemented some things in the game to make our plans possible, there are some important things we're planning for content creators (like that not exactly everyone will be able to charge money for their creations etc.), we can do things with our Workshop that would be impossible to do with Steam Workshop - there are still things you should know before you pass the judgement. When I said that Bohemia had a lot of experience with modding (yes, not the paid mods) I kind of meant - "so please, give us the benefit of the doubt". Let us get the current update out of the door and finish that detailed FAQ (and yes - we probably should have waited with the monetization plans announcement about two weeks longer in the first place). Even right now I don't have that much time to give as detailed and precisely-worded answers as I would like to because of the time restraints which can, unfortunatelly, lead to some unwanted simplifications - just like me using "free market" wasn't really ideal since many now probably see it as some Wild West zone with no regulations and rules whatsoever. So to correct that - we believe that "free market mechanisms" should play the most important role in the system - with us setting the initial rules, stepping in where it fails, ideally creating an environment where those failings would be rather marginal issues. It may sound overly ambitious (especially in the light of what happened with Bethesda) but ( I think) unlike Bethesda we're asking the community months in advance about their thoughts (and rest assured that most of our devs are reading this and we discuss it). Once again - nothing is set in stone. We genuinely believe we can create a system that would actually encourage quality content creation. We will tell you how we want to achieve it in detail and together we will see if it makes sense.
  23. Aleš Ulm

    Dev Diary #12

    I never said Arma 3 had paid mods. I wrote that Bohemia Interactive has a lot of experience with modding, nothing more, nothing less. However, the most important thing is this - we haven't even implemented mods in the game yet. The monetization will become part of the game long before the players will be able to create the mods. We are having this discussion in advance exactly to present our plans to players and discuss them - especially with people who see things differently. There's plenty of time, nothing is set in stone (and yes, we are not oblivious to what's happening with other games). Thanks for the questions - we will do our best to answer them in the upcoming FAQ. In return, however, I would like to ask you to refrain from being unreasonably aggressive, dropping F-words and such. This discussion so far has been nice and civil so let's keep it that way. Ylands (and therefore even the forums) is a meant for kids as well. Thank you. PS: also just to make sure we're on the same page - you mentioned Steam Workshop several times... Just to make this clear - we are NOT talking about Steam Workshop. We have our own Workshop (shortest way to get there is via ylands.net ) and although it resembles Steam Workshop in many ways we have total control over it and will be improving it so it suits exactly our needs. Even when Ylands hits Steam we will still be using this, not the Steam one :).
  24. Aleš Ulm

    Dev Diary #12

    You think that statement 'We give modders options, it will improve quality' is not true. We believe it is. Bohemia Interactive has been around for some time and I'd say we have some experience when it comes to modding (Arma 3 anyone? ) so forecasting that we will "destroy the modding scene before it develops" (as the best case, as you put it ) might be a bit premature. I think the problem is in how you see the Workshop (or at least it seems to me). The Workshop will very likely be a mix of paid and free creations, there will be both things simple and sophisticated, small and huge, perfectly working and those broken. From what you state at the end it seems you're afraid that those who will get paid will not be the "right modders" - but they will be. Because of you and other players who will rate the creations, who will keep returning to those who will be creating nice, working things and supporting them by subscribing their creations for free or coyns. There are many examples of places that do exactly that and are thriving (so that we don't go far - take a look at Unity's Asset Store). Why should we make sure or force in any way paid mod's creators to update their creation? Free market basics will do that - once again that's what your votes (and/or your wallet) are for. If people like it, if they download it and use it the creators will very likely keep updating it. And if they don't - they won't. It's their right just as yours is not to use their creation. I don't see where is the comparison of Ylands with Bethesda's games coming from - we released just the general outline of our monetization plans with no details whatsoever so comparing us to them doesn't seem relevant nor fair. And we're certainly not trying to "get away with something" - we're here, the actual devs including me, discussing with you our plans in advance ;).
  25. Aleš Ulm

    Dev Diary #12

    Thanks for your patience, guys! Let me just go quickly over some things I haven't replied to so far that will be part of the FAQ - but with it still days away there's no need for you to wait for your answers longer than necessary. @Lukeocyte As for us charging you coyns for running your own server: not only we won't charge you anything - we actually want to give you an option to earn coyns by running your own servers. Also, as long as the server is yours, you can run anything you wish there. Right now players who run the game have very limited control over what is allowed in their games, how the worlds and their rules are set up, but that will change in future. @MJxo Unless you decide to get something from the Workshop (a game, composition) that its creators are asking money for, or buy some thing like a special "skin" for your weapon or such you won't have to worry about coyns in any way in your SP game.
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