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About zarwil

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  1. zarwil

    Dev Diary #225 Ship, boat and giant urchin

    Niceee Guess it's time to make a modern motor yacht
  2. zarwil

    Why isn't Ylands being played?

    The unfortunate fact is that most games barely get played, even if they are good.
  3. Actually that's pretty realistic. A ship's hull speed (the maximum speed the hull can achieve) is proportional to the length of the hull, so a longer hull can in theory reach a higher speed than a shorter one. In order to travel faster than the hull speed, the boat has to "ride" on it's own bow wave (like small motorboats), which requires exponentially higher engine power and fuel. I'm also not a fan of changing the ship speeds in ylands depending on how many blocks you've added, as that would mean you get punished for adding blocks for design reasons. I think the game should encourage building stuff.
  4. 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.
  5. 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.
  6. zarwil

    Dev Diary #221 Rebalancing the Future

    Yeah I suggested this before, with reply from @Nikki Severin
  7. zarwil

    Dev Diary #221 Rebalancing the Future

    This probably won't happen, since the devs have expressed their difficulties with changing the water physics. There have been many requests for making boat hulls hollow, but the devs haven't exactly been eager to do it (due to said difficulties). Technically speaking, underwater buildings is a very similar challenge to hollow hulls, in the sense that they would need the ability to subtract/displace volumes of water dynamically.
  8. zarwil

    The new crafting system needs a little work.

    I think this is the most natural solution. It works really well in the early stages of Subnautica. The oxygen tank in that game takes up quite a bit of space in your inventory, though, as a balancing act. If you want to dive deeper, you compromise on inventory space.
  9. zarwil

    Dev Diary #222 When the Prints Go Blue

    I never even noticed this, since I rarely use the default building mechanics in explore.
  10. zarwil

    Dev Diary #222 When the Prints Go Blue

    But if the blueprint is too large your game literally becomes unplayable due to low fps. I've had my game crash trying to load a blueprint. Sometimes the blueprint takes so long to load that you die of hunger before it's finished.
  11. zarwil

    Dev Diary #222 When the Prints Go Blue

    Seems very intentional. They used to announce things way before they were properly considered, leading to broken promises and poor feature implementation. Keeping it vague is better (to me). Don't think is a relevant question for this upcoming update. There's no reason why they would add a limit for blueprints in private use. For the 1.11 update, however, the devs will have a tough decision to make when it comes to sharing blueprints and selling on their store-front. Blueprint performance is different for every PC. 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. If a player buys a blueprint from the store, but can't use it because it freezes their game, they would be right to feel scammed. The devs could potentially add a size limit for shared blueprints (i.e. on the store-front), but keep personal blueprints limitless. "The biggest change when compared to pre-1.10 Blueprints is, that you can create those in the Editor and then use in your Exploration world. Also, they can contain much more than just building blocks. You can have a Blueprint of a house, filled with items, surrounded by a garden with flowers and trees." Seems like a huge improvement to me. What else do you want, aside from that? What do you mean by this?
  12. zarwil

    Dev Diary #222 When the Prints Go Blue

  13. zarwil

    Dev Diary #221 Rebalancing the Future

    ABZU serves as good inspiration, however that's a game where pretty much their entire selling-point is the visuals of the environment. It's not really fair to expect similar things in Ylands (which you probably don't, I'm just saying).
  14. zarwil

    Ten small ideas

    You can achieve this effect using doors/gates on the deck of your boat, and placing storage containers underneath! It's easier to do this in the editor, but it can be done in exploration as well. Btw, if you want to place blocks on the grid, but the block can't be placed due to clipping something else, you can still "aim" the block while in grid view, and then, without moving your mouse, entering freeplace mode to actually place it there. This way you can place overlapping blocks while still keeping to the grid! Example:
  15. zarwil

    Dev Diary #221 Rebalancing the Future

    The devs have talked about this previously, stating that they wish to add ranged attacks to various enemies. I think that alone would solve quite a few balancing issues in the game.