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RedEagle_P1.

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Everything posted by RedEagle_P1.

  1. RedEagle_P1.

    Dev Diary #148 - Ylands Creators Competition

    Sadly its just a bit early for me. I really want to support you though so I might catch the tail end.
  2. RedEagle_P1.

    Dev Diary #148 - Ylands Creators Competition

    Does this mean the big competition will not be until the end of 2021?
  3. RedEagle_P1.

    How to Enter the Competition?

    So if we submit 10 games we are only ever gonna get 1 prize?
  4. RedEagle_P1.

    How to Enter the Competition?

    Are you recommending that people submit more than one game? Btw, if anyone is looking for a team: "P1 Creators is entering this competition!"
  5. RedEagle_P1.

    P1 Creators is entering this competition!

    Past work: Together we: ✅ We made the official lobby for Ylands ✅ We won 1st & 2nd in the first Chinese competition ✅ Proudly sponsored by Nitrado! ✅ We made some cool builds: About us: How to join: 1) Reply with, "I am in!" 2) Visit #sign-up
  6. RedEagle_P1.

    Competition Rules

    Question: "All Entries must be original and previously unpublished. Organizer does not accept Entries that have been shared publicly or uploaded onto the YLANDS Workshop prior announcement of this Contest." I remember you saying we could publish our games without having them disqualified. Am I misunderstanding something?
  7. RedEagle_P1.

    Interesting Links and Resources

    Great tuts btw! I have been looking forward to this!
  8. RedEagle_P1.

    Competition Rules

    I have been looking forward to this! Btw, if anyone is looking for a team: "P1 Creators is entering this competition!"
  9. RedEagle_P1.

    Prizes

    Good work on getting this out there
  10. Sent you a little something for all your awesome hard work
  11. We need to give Kimbuck the Kimbuck award, seriously.
  12. RedEagle_P1.

    Who here does scripting in Ylands?

    Who here does scripting in Ylands? Let's see how many there are! Reply with: I do!
  13. RedEagle_P1.

    Who here does scripting in Ylands?

    Awesome!
  14. RedEagle_P1.

    Who here does scripting in Ylands?

    I do!
  15. 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.
  16. 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.
  17. I already sent it a few times in Discord.
  18. Good on you. You should be paid
  19. 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.
  20. RedEagle_P1.

    Consider turning this ship around

    @SandyT @kimbuck said things eloquently.
  21. 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.
  22. RedEagle_P1.

    Nitrado Woes

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

    More Weird Editor Behavior

    That looks next-level
  24. 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.
  25. 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.
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