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Baz Foobar

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Posts posted by Baz Foobar


  1. 14 hours ago, Onedown said:

    I don't understand the lack of posts confirming the game is fully playable.

    I think that's due to a few reasons:

    1) The game isn't complete yet, so by what threshold do we consider "fully played?"  If it's travelling to all islands on a map, then I will confirm that the game is fully playable since 0.7.  If it's discovering all randomly generated scenarios, then I'm not sure how the player is supposed to know that they've discovered every ruin, every plane wreck, every sub, every cave, ever golem, NPC, etc.

    2) Most players at this point may not be trying to discover everything immediately.  I've played this game for some time now, both SP and MP, and I still haven't crafted every single object available.  If I may plagiarize slightly: Ylands is a journey, not a destination.

    3) Despite the problems we've all been reporting, for the most part, the game is playable.  Your case is unique - I've never had the kinds of problems you're reporting.  Not to say it's not a problem, it's just not a problem I've encountered.  I hope the BI team is able to provide you with some guidance and resolution, but unless the rest of us are able to reproduce the same issues, I'm not sure what kind of validation we can provide you. 


  2. 1 hour ago, Ane said:

    So I asked our testers and they've never experienced this, but they'll try to reproduce it. Having your output_log and output_log_clean files would help a lot too :)

    I wanted to add some more anecdotal feedback on this - I no longer have the save files or the logs, but shortly after 0.7 dropped, I placed a keyring with some keys in it on the floor of a house that was built as a floating structure.  Over the course of the day, the keys moved ever so slightly to the north until they disappeared off the platform.  I know it was gradual because I retain a copy of the save file every 5 minutes over a period of 48 hours.  During the window in which the keys were placed and their subsequent disappearance, you could see them slightly further north in each save.  I can try to reproduce it for you this weekend to see if it still happens.


  3. 16 hours ago, Pharaun Mizzrym said:

    Suggest World Hosters get a Feedback Report telling them (1) who _character-name_ tried to join their server, (2) who succeeded and failed, (3) general location of individual.

     

    Example:

    Character Name Yivet joined server March 13 2018 _timestanp_ attempt success Location France

    Character Name Nime joined server March 13 2018 _timestanp_ attempt failed Location Germany

    Character Name Wilma joined server March 24 2018 _timestanp_ attempt success Location USA

     

    Reason being I think the most common reason for disconnection, lag, and server fail-join is actual physical irl planet distance between hosts and their clients.  But the second reason is the host provider's server is not up to snap; there is something wrong on the host's end.  I would like to see the readout viewable by anyone who hosts a server.  No matter if they did it from their PC or rented someone else's official server host setup. 

    This would give a host an idea if they were wasting their time (and maybe money) hosting a server if all attempts to join are fail results.  They could then look in to renting a different hoster or fixing their own home internet connection with a better high speed provider, newer modem-router, better Ethernet cord (Cat 5, 6, or 7), etc.

    The existing server logs can be used to determine if someone is making an attempt - it also has their BI / Steam ID, timestamps, and the results of the connection request (as well as subsequent disconnect).  It doesn't have player name or location, and it's not all contained within a single entry (and the disconnect message isn't obvious as to who disconnected unless you pair it back to the endpoint used for the connection - so it takes some work).

    Agreed that if we had a more user-friendly experience like above, it would go a long way.


  4. Not gonna lie - my server lags and encounters bugs and disconnects on a regular basis.  Despite all my best intentions to keep it well maintained and free of asshats, corpses, excavations, and depleted minerals, you still won't have a 24/7 perfect experience.  Not even close.  And I don't think anyone would disagree that I'm one of the more active admins around here.

    The save file is in excess of 50MB now, it has been running in its current generation state since 0.7 dropped, and there are significant builds within the 12 Ylands on the map.  There are a group of regulars that are on every day, usually around 6 people during peak, and they are for the most part spread out among the Ylands.  Whenever they come together for some group adventuring, all hell breaks loose.  Boats disappear, people disappear, boats get stuck, people get disconnected, actions get delayed, actions become inactions, people die, and then it becomes a prolonged exercise of search and rescue.  I don't know how many boats/ships we've lost now, but at least people respawn to within 12 known points in the world.

    Yes, the devs have been doing what they can to address things, but I agree with the OP - all of this is forcing a lot of players to burn out on Multiplayer.  And yes, this is Early Access, so the caveats are out there and known, but these are human beings and it's easy to become disenfranchised even with those caveats known.

    I'll continue to do what I can for this game and this community because I think there's a lot of potential with this type of game, but I can't afford to spend all of my time babysitting the server - that has to be addressed.  I don't mind resetting a corrupted world every once in a while, but to have to constantly maintain and address issues so that people have a somewhat stable multiplayer experience, that's a full-time job.

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  5. Could functionality be added to provide a list of objects and their coordinates/ability to jump to them in-editor?  Now I realize that there are way too many objects to list to be useful holistically, but perhaps limit it to certain things like People/Corpses, Boats, Rafts, Ships, Vehicles - basically the things that might get lost out in the world and would be desirable to recover or go to in the editor to be able to locate or place them elsewhere, either for routine cleanup or to help out players.

    • Upvote 1

  6. 30 minutes ago, Ane said:

    There's still no progress on the ship turning black issue unfortunately, our testers were unable to reproduce it so far.

    I've found that it happens to me when I get fa enough from the boat and return to it.  Visit a large Yland, dock at one end of it, get out and walk to the opposite end of the Yland, then return to the boat.  Boom, black boat.

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  7. Ylands team - let me know who to share the MP save file with and I'll provide a Google Drive link.  The file is just over 51MB now.  The server log files are around 20MB each from last night - around 12 hours of uptime perhaps, so it looks like there were some errors that were spamming repeatedly.  Hopefully this can be of value - I'll package it up and provide a link, just let me know who to share it with.


  8. 3 minutes ago, Pharaun Mizzrym said:

    No I will not join your Discord.

    No I will not be part of your Livecast.

    No I will not be your Prisoner until I comply.

    And thanks a lot for taking up all the resources AROUND THE SPAWN POINT so noobs who cannot even gather materials to learn how to make a bed that you kicked for not making!

     

    On the note of running your own server - I am getting a sinking feeling there is some kind of server selling marketplace but I have yet to figure out what that is about.

     

    I ask participants to join my Discord because it's where I publish the guidelines/no-griefing policies, make announcements, handle issue reporting, and allow general chat.  I know most people aren't comfortable being on voice comms while playing games, so to date we haven't used voice at all - we just use the text features.  You can come on the Discord, see the rules, see the news, see some chat, and if you want, see some spoiler info (world maps, biome descriptions, etc).  Beyond that, hopefully you can coordinate with other players (I normally have at least 5 people on every night) and be a part of the community since the game itself doesn't offer a way to communicate with others that are 20 feet away from you.

    Yes, I know other servers do live streaming, or lock you in to a starting area where you can't leave without getting on Discord - but there are plenty of us that run servers that don't do that, and still provide a Discord mostly for the enjoyment of the players.  I'm also pretty unforgiving when it comes to banning people who violate the rules of my server, and when they say things like "Oh I didn't know those were the rules where are they posted?" even though the gist of it is on a sign at Spawn, and the details are on Discord (which they didn't join), I can't really sympathize with them.

    As for starting resources, a good admin will keep spawn island stocked with plenty of resources, keep it clean of junk and corpses, and offer enough opportunity to allow new people to get up to speed and off of the starting area as soon as possible.  Again, I know not all admins do the same thing, but I maintain a crafting pavilion right where you start and I do daily maintenance to replenish/clean every morning.

    As for server selling - yes, there are commercial hosting providers out there, some of them may be sponsoring some of the communities you see on Youtube or mentioned here on the forums but I assure you that we aren't all a part of that.  I run my own private server (I have two other server instances that I bring up as need be for testing or other purposes, but maintain one 24/7).  Aside from some assistance and support I get from my wife, I'm basically a one-man operation.  If I put rules on my server its to maintain sanity for both the playerbase as well as myself, as I have to put in a considerable amount of effort to keep things running tightly.  I'm not saying you're targeting me with your comments here, because it's clear that I'm not a part of that demographic, but I do ask my players to come on to the Discord server.  It just makes things easier for everyone involved.

    Anyway, sorry for the wall of text.  TL;DR: There are plenty of us admins who are trying to do the right thing and make a pleasant community experience for players.  We may have some policies that may sound draconian or against your wishes, but I promise you we're not doing it for nefarious reasons and at the end of the day, most of us are spending a real amount of time, money, and effort to provide these environments and aren't expecting any compensation in return other than asking for players to follow the guidelines to make life easier for everyone.

    Pharaun, I apologize if this sounds like I'm lecturing you - I assure you I'm not.  I just wanted to raise these points as you touched upon some of it and I wanted to provide a bit of another perspective.  I have no issue with you or your statement directly, and am targeting this more as a general statement.

    Cheers!


  9. The mechanism for this already exists in the editor (you can double-click an item and make it non-pickable), so in theory, this should be doable within the game.  I second the notion for this as I've made extensive use of this feature in the editor and wished it was available in-game.  Since there's no concept of ownership in-game, I suppose it would have to be limited to items within your protective barrier field.

    • Like 1

  10. 4 hours ago, Master John said:

    I think this is a good suggestion... a Server history were you can see the servers you already joined once... because i played on a server yesterday and now i dont remember what it is called

    Go to the server list and check the box "Avatar Present" or whatever it is - that will show you the servers that you have an avatar in.  Of course, if the admin deleted you from the map then it won't show up.  Not ideal, but it's on the right path.


  11. Agreed, while this is just a visual issue and not game-breaking, it certainly ruins immersion in a game focused on player creations when said creations start to break up visually from a short distance away in an inconsistent manner.  Can we get a comment from the dev team on whether this is intentional or indeed a bug?


  12. I noticed that placing an object resulted in it not showing up, but if I logged out and back in again, it showed up.  This happened until I restarted the server last night.  Not sure if it's happening again today but will keep an eye on it later when I get a chance.  Maybe related to the lag in picking things up that bb cakes reported.


  13. 35 minutes ago, Ane said:

    Update: 05/03/2018

    Version: 0.7.45788

    • Resolved issue where unloading part of a world with a character attached to a chair or a bed on client would result in a disconnect with error 114.
    • Substantially reduced the amount of time the server freezes for after a new client joins session at the cost of it taking longer to join sessions with large worlds.

    Thanks Ane - we're up and running with the new patch and will let you know how it works out!  You weren't kidding about taking longer to join sessions with large worlds, a small price to pay though.


  14. So maybe a special category within the Workshop where you can submit some compositions, then have it be vetted by the BI team to make sure it's in compliance with their requirements and policies, then have the world generator include it as part of its random scenario generation?  It'd be nice if the work could be attributed to the player somehow without breaking the immersion.  Like maybe just a small plaque on the wall somewhere that you can interact with to see the designer details.

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