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RedEagle_P1.

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Everything posted by RedEagle_P1.

  1. RedEagle_P1.

    Who here does scripting in Ylands?

    I do!
  2. RedEagle_P1.

    Ylands, this just feels too much...

    I know whoever made this decision up there was trying to be generous because these numbers are better than what's out there but you have to realize that 240,000 coins is more than every creator gets combined in a year. This basically means that it's impossible to ever generate any funds on this game in the next 5 years as a creator.
  3. RedEagle_P1.

    I used to love this game.

    I think anyone who has developed anything of size and scale knows that there's so much more to making something great than we think when we have the idea. The details are tough and it takes real humility to say I'm going to keep the idea small enough that I can finish it and do a good job of it but the temptation is when the grind gets tough to move to the next thing for the next idea rather than finishing and doing that really hard work and I think that’s what some of us are worried is happening.
  4. I already sent it a few times in Discord.
  5. RedEagle_P1.

    Does BI actually want us to play this game?

    It's the amazing people that keep me here, hanging out but we all feel the game has gone sideways a while now.
  6. RedEagle_P1.

    Consider turning this ship around

    @SandyT @kimbuck said things eloquently.
  7. When Ylands released there was a palpable sense of hope and optimism about what this amazing game could become. However, new features kept getting added without the original dream being made a reality, I know that the response generally speaking on this forum to the game is positive but I feel as though a bubble has been created. Player sentiment is overwhelmingly changing for the negative with each update that leads away from the the original dream. I think the real potential exists for a shipwreck unless a focus is decided within the Ylands team to make the basics work before moving on. Ylands has the most-amazing, least-toxic community of any game I have ever played. The people are awesome but such people don't like to complain and they are. Take a look: 41-0. I sometimes wonder if you guys realized how excited we were about the vision originally pitched to us. People fundamentally love the idea of Ylands, the adventure of exploring an open ocean with unique Islands together with their friends. We understood that making games as a process and it takes time and we were willing to bear with the many issues but we found that much of the energy and focus was spent on developing the editor rather than accomplishing the original goal. I love this game so much and I really want to see it succeed but I think looking at how people are responding to things currently it would be good to take a step back and see how things could be improved. Here are some possible ideas and suggestions: 1) Choose a focus and direction & do a great job of that while playing down the rest. If you try to please everyone you will probably raise the expectations of many people and disappoint everyone. "A man of too many friends comes to ruin." Proverbs 18:24 -- Why does he come to ruin? Because he raises the hopes of many friends and can never satisfy those hopes. Taking decisive action and not trying to please everyone I think will give you crowd that will support you. 2) Better marketing: The marketing for this game in my mind reflects the lack of focus: The first thing in the new marketing video is combat. Most people in Ylands hate combat, specifically the flood of kids coming in now hitting everything they can hit in the servers. This here is what people LOVE about this game, however, it cannot be done at all on mobile so why advertise it? The mobile page is utterly confusing, what is this game really about? Is it a social simulator? Is it a mini-game creator? Is it a mini-game player? Let's look at the first slides from the mobile page: This incredible opportunity to show off the game as wasted by so many scenes of things you cannot do on mobile. If this is a game creation platform then you should be featuring the best creations from your creators on the marketing home page and let people know "this was made in YLANDS." If this is a social simulator, double down on that. If this is that game we all fell in love with, make this something all of us can play, even on mobile: This original vision had so much charm and brought so many great people to this cause. It feels like you've moved on from that without making it clear to what people are moving on to. My personal opinion is that if you do a great job of creating an amazing exploration game you will develop a passion in the players that will go far beyond that exploration and will encourage them to make other games also but I think that in doing the editor before finishing the explore, you may be putting the cart before the horse. 3) Pop the bubble: When I first started doing YouTube videos I got so much ridiculous criticism and it really hurt at times but I noticed that even the toxic comments required people to go the extra mile you find what was wrong and to correct it and they helped me improve so much. Now I LOVE and ASK for critical feedback. Here in the Ylands forum you live in a bubble. Many of the people here are not willing to rock the boat, it feels too close and too personal. However, I talk with the same people off the forum and they reveal how heart broken they are. Start welcoming critical feedback, don't take it personally but embrace it. 4) Celebrate those who are still here: The people who don't care about this project, and about you guys, have already left quietly. Those who do create, submit bugs etc. are either new or they really love you guys and want to see this project succeed. It's pretty impractical to cater to these people forever but while you have them you desperately need more bug reports, people trying things. 1.4 had so many issues imo because no one bothers to go into the experimental branch and test. When I ask people why they are not submitting bug reports with logs it's because they don't see the changes they are hoping for. I myself as a community creator here I never felt celebrated, I felt like every day I am trying to hold eggs rolling out of a basket hoping the basket will be fixed but rather seeing new holes added. I expressed this over and over and asked for help but none came (this is before Adam was appointed). Celebrate your creators, bug fixers, community managers etc. They are on your team.
  8. RedEagle_P1.

    Nitrado Woes

    I will let you know if I get mine working.
  9. RedEagle_P1.

    Dev Diary #145 - Sneak Peek of Update 1.4.1

    Glad to see you posting here! I think 1.4.1 and small updates will keep people engaged, knowing the devs are working hard.
  10. RedEagle_P1.

    1.5 update won't bring real change unless...

    Thanks so much for the technical info! It always helps to get your understand what the problem is. For the last three years we have maps die consistently after a certain number of hours of play. They tend to do so after following the formula I mentioned earlier. X -> The number of players on the server Y -> The distance they travel Z -> How fast the server dies X*Y = Z Basically, the more players load/do, the less the servers last. By die we mean that everything gets progressively worse, freezes and crashes or gets so buggy we do the wipe ourselves. This happens on stock explore maps more than our custom maps since we understand certain issues and placed in some changes which help reduce the problems. Namely, we reduce terraforming and slightly slow down the pace of exploration and the distance people travel. This makes a big difference. If BI can get some testers to do 8 hours of play in 2 sessions on the same server you will find many of the issues we find. Everything on the surface-level is basically working but its just beyond that basic level that we run into a lot of issues. We thought there was a known issue being fixed concerning data storage? Due to the nature of the average exploration game coming up with a set of things that happened before the crash is very difficult. There are just so many things you can do in Exploration and you don't know what led to the issue. I don't believe players will ever help fix these issues for that reason. If a person like me goes about deliberately seeking the issues it's not easy to find, it would take me hours from scratch. And unfortunately getting logs from players at this point is very difficult as the loyal player base is mostly replaced by a transient player base. To @Adam Snellgrove there seems to be a huge disconnect between Bohemia interactive's understanding of the issues and the everyday experience of the stock explore players. I would try to dig a little bit deeper and try to really uncover what's going on as I think it may be "hidden in plain sight" so to speak, misunderstood.
  11. RedEagle_P1.

    Nitrado Woes

    Uploaded Yland files dont show at all. That seems to be the root of the issue.
  12. RedEagle_P1.

    Nitrado Woes

    I uploaded a scenario and it won't show the server anywhere ?
  13. RedEagle_P1.

    Nitrado Woes

    Ok so if BI does not want us uploading games then I guess we can only install workshop games? @Adam Snellgrove how do we get the scenario ID of a game on the workshop? I can't find it now in the new one. Is this it?
  14. RedEagle_P1.

    1.5 update won't bring real change unless...

    @Adam Snellgrove its a mess Halp.
  15. RedEagle_P1.

    Nitrado Woes

    Trying now, same issue. Asking support.
  16. RedEagle_P1.

    Nitrado Woes

    I have been too ill to try but I will let you know when I do. Inside word is a reinstall of Ylands on any servers you bought (if they are older) is the first step. That's all I know so far.
  17. RedEagle_P1.

    An awkward message from a longtime fan

    I agree with this statement 1000% and it’s what really dissuade me from letting my heart have help with this concept art that has been posted. If they couldn’t make it happen with a small five island and have people keep their progress how much worse could it be with 100 islands? Especially if you look at our recent conversation in that topic I just posted they have like two guys testing in there depending on a player base that doesn’t exist to do the rest.Especially if you look at the recent conversation in that topic I just posted they have like two guys testing us and her depending on a player base that doesn’t exist to do the rest.
  18. RedEagle_P1.

    1.5 update won't bring real change unless...

    First of all I’m just glad we’re discussing the right chapter, I feel like we’ve been talking by each other for a long time and I feel like now are right on target ??. IMO, if I created Lego blocks and every time I look away everything created with them would deconstruct, then no one would use my Lego blocks. It would have to be priority to get that issue fixed before I make more Lego blocks. Back when this game was in early access people simply assumed that this is going to be the problem and felt ok to wait it out. However, once the game came out and the bugs were still there they abandoned the project. The current situation is a situation where you lose players for lack of testing and you have no testing for lack of players. I think a quick comparison of the number of bug reports with logs you get to the number of bugs created in each patch would be an important thing to have. I think given the enormous player burn rate of the game you have (imho) to look at where the finances go and decide as a company if you want to keep going on this path. The average person who came to my community used to stay with Ylands about a month and now they stay as little as a week. These short term players come with a totally different game in mind because of the marketing, they don’t submit any bugs and they don’t get along with anybody or buy anything. If you are truly opposed and cannot afford more people to put on the quality assurance team then what I would do is I would create a fund by which you hire a group of players for cheap to do that bug testing in for you. At the current pace bohemia interactive’s reputation is suffering greatly. I have no idea about DayZ but the players who come from the game are so quick to abandon this one because of the reputation Bohemia interactive has with those players. We would not want Ylands to do the same thing to players. Ideally we want people to be enamoured with bohemia interactive’s amazing reputation to buy all of their games.
  19. Basics :::::::::::::: What :::::::::::::: ?A game-making competition!? ? Make a game, win ?, help ❤️charity! ? :::::::::::::: Why :::::::::::::: P1 is hiring a brand new community manager/game team leader to take over from @FavoryPluto in: Recruiting & training new members Leading the creation of new games Running our weekly party! Apply here: https://discord.gg/h5TZgf7 (#community manager) Can I still join if I don't want to be community manager? Yes! Prizes $1050 CAD prize/charity pool throughout! ?$550 in total possible prizes! ❤️$500 in charity! 40,000 Eagles to win! (See "What are Eagles.") Charity: Due to supply chain issues, 300,000 people per day could starve to death ? say major charities. We would like to change that. That’s why we are putting up $500 CAD as a “charity pool.” All those who submit images ($5), videos ($10) or working game prototypes (up to $20) will help raise money for charity Same this as last time, humble bundles . What to make: How to join: 1️⃣ Reply with "I want to join" 2️⃣ Mention one of these "Starting a team" "Seeking a team" 3️⃣ Visit https://discord.gg/vcJ8NJ5 & visit #start-here. Legal -- All the key details and legal are on the Discord, check it out! Unlike our earlier competitions, Bohemia Interactive is not associated with or a sponsor of this competition.
  20. RedEagle_P1.

    1.5 update won't bring real change unless...

    What we've discovered so far on servers is that: X -> The number of players on the server Y -> The distance they travel Z -> How fast the server dies X*Y = Z Basically, the more players load/do, the less the servers last. With so much more to explore, won't servers just die really fast? @Houp can you tell us more about the situation as you guys see it from a tech standpoint? What is causing the servers to die? What's the plan to stop it from happening?
  21. RedEagle_P1.

    An awkward message from a longtime fan

    I hope you will share your two cents here: I try to point at the structural change necessary.
  22. RedEagle_P1.

    An awkward message from a longtime fan

    Adam is relatively new here so he has not seen how it's been since the beginning. I say this with 100% respect, its been since the beginning that Ylands has been promising new things and not fixing what's there (please don't be offended by my saying that). Servers crash weekly for the last 3 years. We need real progress and a radically different approach.
  23. RedEagle_P1.

    An awkward message from a longtime fan

    A lot more resources in testing multiplayer, getting ears on the ground in the community and focus in both development and marketing are the changes we are hoping for.
  24. RedEagle_P1.

    Consider turning this ship around

    Same, that trailer was AWESOME! It was fun and quirky too, really Ylands-like. I promise if they got that on mobile it would be SUCH a big hit.
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