Jump to content

WijkagentAdrie

Registered User
  • Content Count

    509
  • Joined

  • Last visited

Everything posted by WijkagentAdrie

  1. WijkagentAdrie

    Dev Diary #36

    Regarding farming: Could we please have some sort of automation? Maybe make a coupler we can place on cars, allowing the coupling of various attachments such as seeders, plows and fertilizers This could be expanded to diggers and other construction vehicles to flatten/smoothen land to make roadworks a lot easier! Adrie
  2. WijkagentAdrie

    Dev Diary #36

    Sounds good overall, especially the DS bits and the new developers One thing I'm questioning however is the resource respawning: I think it's absolutely essential to have this on leaving EA. Without it a lot of other fixes/improvements won't make any sense either, such as increasing the amount of players for a game. A higher amount of players on a map size that isn't going to be bigger, where resources are already running out on spawn island doesn't...
  3. WijkagentAdrie

    Share your beautiful pictures!

    Haven't seen that one yet, but that does look like a massive hint towards airships to me
  4. WijkagentAdrie

    What are your Early Game construction priorities?

    Yes they are I can't quite remember what you need for them but I know it's quite a lot of cloth, and I think at least a sewing kit and some poles. Also one of the colors has a different opening that's less useful for this idea unfortunately.
  5. WijkagentAdrie

    What are your Early Game construction priorities?

    Shelter wise: build a door with a wooden/stone block frame (3 blocks deep i recommend) around it and place a teepee tent with its opening on your door. You now got a really cheap working shelter if you need more space, either repeat or make some sort of tunnel to connect them.
  6. WijkagentAdrie

    Dev Diary #35

    I really like your key idea, it's far easier than paying certain items and still helps keep players active. Maybe have this system for barrier #1, and let people pay for any additional barriers so you can't have too much of them. To conserve resources it would be nice if the house/ship could be breakable when the time runs out, so people can loot the house or use the whole ship, without the world losing tons of bricks and other finite materials
  7. WijkagentAdrie

    Dev Diary #35

    The new scripting sounds very good, would be awesome if we could set pvp/nopvp zones. It's definitely a big step in the direction of functioning community servers. Maybe another nice feature would be no build zones? I've also got a few other ideas: Can we have an option to have barrier maintenance, which would require players to pay a maintenance fee. If unpaid for X time (server selectable) the barrier will despawn and all the blocks will be pickable. This...
  8. WijkagentAdrie

    Ylands will be published in China!

    Congrats, sounds like a good business opportunity for you guys Adrie
  9. WijkagentAdrie

    Whats wrong with some people? They have no brain?

    I see this more as a problem in the current game really, as on any public survival multiplayer game, within a fairly short amount all base resources run out on the spawn island. To be fair I think it's not too bad as you can still build a raft to get to another island, but even then after a while those islands will start to suffer. Especially animal hides, and cotton/flax are needed a lot and fairly limited. If the plants (and occasionally stones and pieces of flint) would...
  10. WijkagentAdrie

    [SUGGESTION] Lockable Free-Placed Items

    10/10 idea, I'd like to see this implemented! And/or maybe make items in a barrier unpickable for anyone but the barrier owner.
  11. WijkagentAdrie

    How to: the game logic objects

    A request: Can we get some extra game logic functions: The ability to select groups of blocks instead of separate entities, or having to label a group of blocks. I'd like to be able to move groups of blocks in one go. The ability to move and rotate things (including groups), but not direct. So to make them move fluently from their current position, either to a location or a certain amount of blocks/degrees. Movement speed should ideally be adjustable, and...
  12. WijkagentAdrie

    The Ylands community is dying...

    I'm playing in the editor for now, and to be fair not that much. As soon as we get a rewarding MP experience things will grow really quick! The main reason I believe the last few updates haven't brought that much multiplayer activity is simply because there's still too much critical problems in MP, but as soon as we get good MP fixes things should be better, community wise! The latest Q&A video, which was released today, has given me a lot of good hope for the...
  13. WijkagentAdrie

    Q&A video - ask us anything!

    Nice video, thanks for answering some of my questions! Could you guys perhaps post any sneak previews for any new game assets such as the airships (which I'm really looking forward to having in the game!)? Or any other (hand)drawings of concepts/concept art? Adrie
  14. WijkagentAdrie

    Dev Diary #31

    ^ Exactly this. I think key to a good early access is to get as many people to play the game as possible. Having a good, fun multiplayer experience will tenfold hours played.
  15. WijkagentAdrie

    From My Viewpoint Opinions

    I like building in deserts, it's viable to do so I'd wish that the polar biome would be more viable as well, maybe by placing loads of ores or other resources so it's worth at least establishing some form of outpost? Due to the nature of these biomes using cars is very easy on both
  16. WijkagentAdrie

    Dev Diary #31

    Like most other players I don't see any problem with this, any MP fix should be prio #1
  17. WijkagentAdrie

    [SUGGESTION] Bigger Boats?

    I'd much rather like to see hollow hulls, and lower hull edges. This gives us the possibility to make 1,5 extra floors, so either a sleeker ship with an extra floor below the waterline or a taller ship with 2 extra floors. This would greatly increase available space. Also some more modern hull shapes would be cool, think catamaran, something more square/barge like, some longer/narrower, etc. Best solution for me would be modular ship hulls, with multiple...
  18. WijkagentAdrie

    Dev Diary #31

    Will there be a possibility to host these maps on our own/3rd party cloud servers? Further, I'm really looking forward to a rewarding MP experience
  19. WijkagentAdrie

    Opinion: This game is not ready to leave early access

    @Aleš Ulm I may have missed it, but is there a set goal for MP gameplay? Like for example 4 player coop only or is the MP gameplay going to be geared towards larger 64 player servers/communities? Not just talking performance, also talking actual gameplay (barriers, ore respawning etc.). And is there an intermediate goal for going out of early access? Adrie
  20. WijkagentAdrie

    Suggest Black Skinned Characters

    That's already a thing I believe?
  21. WijkagentAdrie

    Just some questions..

    Ylamds doesn't have any normal textures like other games do, instead all the triangles an object consists of have a color.
  22. WijkagentAdrie

    A day with nothing to do, Ylands and a box of matches

    This is absolute gold! Would you reckon it fits in a glass bottle? Imagine making one of these in survival as an ornament.
  23. WijkagentAdrie

    Just some questions..

    Heya! I personally really like the graphics style Ylands uses, but I can also see why some people simply don't. It balances "realism" and abstraction really well. Games such as Eco and 7 days to die suffer from the fact that the world feels so "square" and blocky, and the textures don't. The voxel system Ylands uses feels much more dynamic terrain/object wise, while the building blocks are still mainly blocky. The art style perfectly combines the grid-style...
  24. WijkagentAdrie

    Ye Olde Village Decor

    This looks very promising! Does the timber framing style give you a lot of flexibility in modularity or are you bound to a standard grid?
  25. WijkagentAdrie

    Q&A video - ask us anything!

    I've also put this in the dev diary, but could you maybe show us around the ylands/bohemia building? And not only the building, also show us some more about the processes you guys go through to make decisions, come up with concepts, show us some cool concept arts (also for things that didn't make it into the game!), and also how a bug gets fixed from the moment it gets reported, all the way to the moment a working fix gets delivered. I believe that...
×