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WijkagentAdrie

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About WijkagentAdrie

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  1. WijkagentAdrie

    1.6: Trading Territories

    I love seeing my suggestions make it into the game - the building station really sounds awesome and like it will make building in survival worthwhile, I'll check it out ASAP. Does the building station also support dragging (and thus clipping) blocks? This would give people creative building power in survival games and thus being able to build really satisfying homes and other builds.
  2. WijkagentAdrie

    Dev Diary #150 - Ships in 1.5 Exploration

    I assume that you can have a passworded server with your friends, but then take your ship elsewhere (public servers) to raid or visit others?
  3. WijkagentAdrie

    Dev Diary #142 - Experimental Build (and Ales)

    It's good to see Ales back - I didn't knew you were no longer working on Ylands. I've met you in person and we had a good chat together. I couldn't really understand why Ylands was going the way it was going the last 2 years, knowing what your vision on the game was, but it makes sense now. Hope we can see results from your work soon!
  4. WijkagentAdrie

    What makes you enjoy the Exploration mode?

    I agree, when I bought this game I thought it was going into a completely different direction. To see I've got this game almost 4 years and how little advancement exploration has seen makes me sad. I honestly have given up hope for Ylands to become what I thought/hoped it would become, and just like DayZ it seems design mistake on design mistake. I feel that the exploration game mode has got moved to the side in favor of the editor and the mini games made with the editor, which may have to do with trying to push mobile where there is more money to make. The whole cosmetics/coyns blunder also failed, as did the dedicated server thing. Does anyone actually think any of these things through? The biggest ingame issue for Ylands I think is the split between the editor and survival. If it would be possible to switch to editor-like building in the protective barrier, that would give people more and easier building possibilities, especially if you want to change things. Building a house is already difficult, but having to rebuild/change it is a lot worse. Building in exploration is a chore and because of that all I see on servers is just some crafting stations on the beach. There are almost no game mechanics that need you to build anything nice. I'd love to make a greenhouse to grow food on the arctic but why should I? I can grow banana's at -30 degrees. I'm not sure how tied in the Ylands team is with the DayZ team but it seems that not much was learned from the DayZ experience overall. Edit: The topic is actually called "What makes you enjoy Exploration mode?", so I'll answer that as well: I really like the lush environments and the actual exploration. Working the voxel landscape has so much new potential to make amazing things, which I would love to enjoy together with my friends or in an online community. Adrie
  5. WijkagentAdrie

    1.2: Astonishing Adventures

    I can't deny I bought this game for the survival aspect, and I agree that not enough has been delivered in this aspect. I've reported countless bugs and broken game features/mechanics, and I've done plenty of suggestions. To see plenty of these bugs still in the game at least 2 years later isn't encouraging to go play the game and report some more, or taking time to write up another suggestion topic.
  6. WijkagentAdrie

    1.1: Eastern Endeavors

    I really like the first implementation of farming, it's a much needed mechanic for explore gamemode. Some suggestions for it: Grass seeds that turn a dirt voxel into grass, Moisture/temperature system for plants. Moisture could be based on the biome, but also improved using irrigation. Temperature could be improved using heaters. It would be nice if plants would have 2 temperature ranges, one range where it will grow, but really slow, and one much smaller ideal range. This won't make farming impossible but will add lategame content as people will have to make multiple "greenhouses"/farming systems for different plant types. Can't wait for more explore content/polishing as that's what made me buy the game in the first place.
  7. Maybe we can have dynamic events such as plain crashes, which can be broken up into resources? I've had a quick glance over the 1.0 release update list but it seems that there's still not really a way of opening a server and set it up in such a way to block most forms of grief, basically limiting you to coop with people you know only. I hope we get a change in this soon!
  8. WijkagentAdrie

    Dev Diary #100

    I'm actually pretty satisfied with this as well, I bought this game mainly for exploration, and seeing that it hasn't been forgotten and will get it's own place is good news!
  9. WijkagentAdrie

    Suggestion: Address 1st person camera issues in Dev Diary

    Interesting timing, as the DayZ devs (BI's previous early access title) just released a status update basically stating that long promised features will never make it to the game, and features that were once implemented won't be coming back. Looking back at the DayZ development process and comparing it to the last 2,5 years of Ylands development the similarities are all too obvious in my opinion. Biggest issue IMO for Ylands is that it clearly lacks it's unique selling point compared to DayZ, and like mentioned it's a competitor to Roblox. I do value Ales' honesty and openness in the latest dev blog, which is what DayZ lacked. For Ylands to not end up like DayZ I think there should be more communication and involvement with the community, and maybe a slight change in priorities. My main concern with the current game state is that it's still not possible to have a good "survival" experience with an online community, for various reasons. Are you guys going to be at gamescom this year again? Adrie
  10. WijkagentAdrie

    Dev Diary #86

    I see an airship in the background there on that chinese edit, any updates on those?
  11. WijkagentAdrie

    What would you change about survival servers?

    Slowly respawning plants/seeds/ore, to keep maps playable over a long time, also makes it impossible for people to have a "monopoly" over certain resources, Proper admin features, to prevent griefing etc, and where done, revert the damage, Multiple barriers possible, and a way for barriers to decay/despawn with some tax system. This removes dead bases and random crap on spawn island, Tools to make items you placed unpickable, and revert this process, The options to set up a trader, and some form of "market search".
  12. WijkagentAdrie

    Flintlock Manor - Server Spawn Headquarters

    Beautiful build! I really like your map table
  13. WijkagentAdrie

    Dev Diary #74

    I'd like to see craftable plastic blocks
  14. WijkagentAdrie

    Dev Diary #68

    Oof, I'm a bit surprised by the removal of the wind feature. Is this temporary or permanent? I don't think that the indication was the problem, it was merely the fact that the wind changed 180 degrees every 5 seconds, making it so that you couldn't plan your sailing tactics at all. Instead of removing I suggest actually working out the wind mechanic properly, with slower changes to wind direction/strength, maybe a way to predict this vaguely to plan journeys ahaid, and most important, have different sail shapes with different speeds according to the direction. This mechanic would actually make sailing fun instead of just pointing your boat in a single direction and tap W twice. For those players there's steam/ylandium engines anyways. Adrie
  15. WijkagentAdrie

    Dev Diary #67

    Images seem broken hmm 🙃
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