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Everything posted by WijkagentAdrie
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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?
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Hi all! I'm currently designing/building a house in singleplayer to build in multiplayer later on and I thought, why not share some building techniques with each other? Off grid placement and clipping of items and blocks allows for unlimited creativity and by placing blocks just a little bit off the grid you can give some extra depth/detail to your builds First off, one of the first pieces of test wall I usually make to check dimensions/sizes. In here I've placed the center stones of the windows off grid, the glass windows themselves and I've been experimenting with iron bars. Also added is sand onto the sandstone to give it a more rough finish. Especially on a distance where the textures start to become more vague this gives it a good look! Here is the 2nd test which I'm still working on as you can see. I take my inspiration from a castle/chateau I've visited a few weeks ago, with a few changes to make it more practical Connections like those look impossible without any inner triangle corners available, but by going into freeplace mode and clipping a triangle into the roof you get a very nice seamless roof structure. Can also be used to make L or T shape roofs Here I've clipped the corners of the windows into the arch. You could also make window arches by using glass this way Also, the keystone (the middle top stone of an arch) comes forward a bit. Here I placed some blocks just a tiny bit into eachother to give way more depth and feeling to the columns. Especially during certain times of the day cycle the shadows this cast gives it a lot more detail! I'm looking forward to seeing your building techniques, hope we all can learn from them and use them Adrie
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Dev Diary #142 - Experimental Build (and Ales)
WijkagentAdrie replied to Marci Magyar's topic in Dev Diaries
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! -
What makes you enjoy the Exploration mode?
WijkagentAdrie replied to Miguel Preguisa's topic in General Discussion
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 -
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.
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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.
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Making resources harder to find, and how it will affect the game
WijkagentAdrie replied to kimbuck's topic in General Discussion
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! -
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!
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Suggestion: Address 1st person camera issues in Dev Diary
WijkagentAdrie replied to RedEagle_P1.'s question in Suggestions & Feedback
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 -
I see an airship in the background there on that chinese edit, any updates on those?
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What would you change about survival servers?
WijkagentAdrie replied to RedEagle_P1.'s topic in General Discussion
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". -
Flintlock Manor - Server Spawn Headquarters
WijkagentAdrie replied to Deadeye_Rob's topic in Community News
Beautiful build! I really like your map table -
I'd like to see craftable plastic blocks
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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
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Images seem broken hmm ?
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Ohhh yes, I've asked for this section quite a long time It looks like something we might encounter in this "new world" you guys hinted at. Can't wait to see where we're gonna find this!
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I'm impressed! Not a single seat in my stadium despawned at this distance, and I can drive around with at least decent fps now
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Petition to re-add first person view
WijkagentAdrie replied to RedEagle_P1.'s question in Suggestions & Feedback
They also announced they were going to massively improve third person, so I'd rather wait and see how that pans out If it really is so much better it may not be a problem at all! -
It's the same with things like the sandstone/stone ledges, I hope they make a return to the game soon!
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Who are the best builders in the game right now?
WijkagentAdrie replied to RedEagle_P1.'s topic in General Discussion
Cheers for the mention! I've got a topic somewhere on the forum with most of my builds: As soon as there's more/better workshop support I will rework and upload most of my builds there I'm personally a really big fan of most of Spyler's work, the level of detail never fails to amaze me! -
Why is it still not possible to generate water in the editor?
WijkagentAdrie replied to DrHappy's question in Suggestions & Feedback
I'm gonna +1 this, my last build needed some terrain work and some of the terrain tools, including water, smoothing and flattening are still seriously broken. For me it's because of things like this that builds don't get finished or don't get started with at all, since it's very tedious/impossible to make what you want. -
I think I kinda liked the idea of decorations somehow, as it simply means more diverse assets, especially if that means that there's an incentive for modders and BI to create more assets for the game. Will the current decorations be added to the game as "skins" or as seperate items? I hope that removing decorations won't mean that there won't be many new assets. Adrie
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Hello Iceman! What exactly will you be working on the next few months? Also, the offroad chassis looks cool, along with the new vehicle parts! Are the wheels seperate/changeable? Also another request, now that there's an offroad chassis, can the normal chassis get a small overhaul to be a more on-road focused chassis? This would mean running a lot lower than now, with firmer suspension for example. Anyways, thanks for showing us some more content, I really like these previews Adrie
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1) Limited resources and space. I think biomes which are very punishable to live in, such as the arctic biome, should have loads of resources to make it worth setting up a base there. Which would also require players to have a second barrier generator. 2) Not enough ways for admins to keep the game playable in survival mode. Currently it's 24/7 policing along the lines of he did/she did XYZ with no proof at all. There needs to be ways to make certain areas pvp or pve, disable the ability to damage blocks, see who damaged what, see who hit who, who placed what blocks etc, and who picked up what items. 3) There should be a way to pay "upkeep"/tax in your barrier generator. If you haven't paid, your buildings will slowly decay and other people can pick up the items/blocks. After the majority of the blocks are gone the earth should grow back to how it was before and vegetation returning. This will prevent the spawn island from getting cluttered with barrier generators with half finished houses in them and delete any inactive things without losing the resources. The amount of upkeep and the payment time should be a server sided setting. 4) More settings to customize the "explore" gametype map generation. The distribution of different types of islands, sizes, variation in sizes, distances, how close the groups of islands are etc. Also see #5: 5) Infinite worlds, consisting of multiple groups of islands of different sizes, and different biomes. This would give people multiple different options to set up their server: Every group of players could have their own group of islands consisting of one island of every biome so they got all access to every resource, or quite the opposite, every group has only got one biome and is forced to trade. Maybe a way to fast travel (with or without ships) using some dark magic to certain points, or in between island groups would be nice. This would have to be pretty expensive, and the cost based on the distance and the amount of items taken with you every time you travel, so sailing with a ship would still be rewarding. 6) Offline trading: the option to set up "vending machines" and a way to find vending machines and their offers on the world. Maybe also some form of waypoints for navigating. 7) Blueprints for ships and cars. Nobody likes to see 50 ships sailing around, all consisting of nothing but a hull, a helm and 2 sails. 8) I feel that there's currently no real incentive to build a house/base, just putting everything down on the beach is good enough. It would be nice if there would be a rewards to building houses such as faster crafting, less hunger and increased health regeneration. 9) Group system, with shared access to certain things. The option to make a town with a much larger "town barrier", where people would need access before they could build their own barrier inside. There should be some bonuses to building inside the town. Also some town/clan/group/guild owned buildings such as a town hall, guild hall or other public buildings such as a harbor or a warehouse. 10) Overall server performance, game optimization. Players will make massive builds close together, which will drop FPS significantly. Server performance is quite obvious. There's a few other mechanics which aren't really MP based but which I feel will make MP more interesting to play, mainly specialization endgame. It would be nice if every player could focus on a certain sort of trade, with some really expensive machinery such as an advanced weaving loom, which would be semi-automated as long as there's yarn for example. Again to encourage cooperation amongst players. One of these mechanics would be plant growth: currently any plant will grow anywhere, which isn't realistic nor is it a fun mechanic. As soon as you acquire 1 seed from every plant on every biome there's no need to go back. It would be nice if plants would have different grow rates: an optimal temperature, a minimum/maximum temperature, and if it's not within those, they will simply not grow. I think to sum this all up, it would be good to focus on cooperation/interact with others without forcing it onto those that prefer to play solo. Players that cooperate or wage war should be at a great advantage over players who prefer to do everything themselves. Adrie