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FallujahMedic -FM-

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Posts posted by FallujahMedic -FM-


  1. We'll never know until they try. Remember, sharks were broken at one point as well. On the other hand, we could also dig underwater and make underwater buildings back then too. The community have been making awesome things that the devs once said were impossible too. Think positive. If they want suggestions, I'm going to give them. 


  2. Seeing some GREAT suggestions so far!

    Game "balancing" is almost always a negative for the player, so lets hope this is not the case for Ylands.

    So, here are my thoughts on the matter...

    Potions:
    Longer durations, more varied, to be used as a shorter duration alternative to Propeller pack or air tank.


    Crafting:
    Lower tier recipes (crafting items) should automatically be revealed as progression advances. (for example having Ylandium products, but not knowing how to make bread)

    Food
    Canning (Sardines in tins)
    Chill box for perishable food
    Smoking station for meat/fish
    Dropped food spoils
    Enable the ability to eat other fish besides sardines

    Structures:
    Ability to create underwater buildings (they currently flood even if a blueprint is used).
    Add templates for the default structures found in game (eg Church, ruined caste, etc.)
    Misalignment on structures means that users are not able to "repair them". New blocks do not align.

    Misc:
    Teleportation (as is found on many servers). Would be useful for exploring very deep water. User would need be at a specific technology level then would need to create a "start portal" and then a "destination portal". Limited range (from boat to deepest part of the ocean for example)
     


  3. @zarwil I tried to make it clear by stating: 
     

    Quote

    A blueprint often uses more resources than the same object being created manually


    If this isn't clear, I apologise, let me rephrase. Often times, a user built object (lets say a wooden cube) costs fewer resources than if you would have used a blueprint. For simplicity's sake, lets say you created a wooden cube that took 24 logs, the same cube when built from a blueprint would take more than 24 logs. If this has since been resolved, lovely! I started playing Ylands back in 2017  (8 Oct, 2017). 


  4. One problem that I have with this announcement is the lack of details. Its always great news to hear that a feature will be modified based on user input. But, as many of you may have experienced with various games, is that what is suggested is often implemented in a completely different way than was intended. For example, the removal of the protective barriers in favour of the ability to prevent others from modifying your Yland.  

    So, for specifics (or at least aspirational specifics):

    • Is there going to be a maximum size for blueprints?
    • Can multiple blueprints be used to create complex items (a house on a ship for example)?
    • Will it ever be possible to use 2 ship hulls in 1 creation (a sort of catamaran with the steam ship hulls)?
    • Will you make the blueprint creation process more user friendly?
    • Will the resource penalty for blueprints be removed (A blueprint often uses more resources than the same object being created manually)?
       


     


  5. So, I've made the jump from bamboo/coconut dive gear to coral. Additionally, I found a Scuba Mask on a statue in a tier 3 island. The only thing is that I'm a bit confused about the progression. To make the upgraded gear, I need the Nautilus bladder. Some are saying that the Nautilus is located in deep water, but if that's the case, how do I reach it with coral gear.. it just won't reach.


  6. I have to agree on this. Given the amount of resources needed to construct even a reasonably sized house, the standard chests hold far too little.

    I think I have 10 chests on my starting island, 4 on my Catamaran and at least one at each Yland I explore. Something like the seed box, but for items such was weapons, ore, food, etc., would be a great addition. Even better would be crates that auto sort by type. "Have fish or ore spread through 10 crates, lets auto sort them to put the fish in one crate and the ore in another..."


  7. On 4/3/2022 at 5:22 PM, 6Cowa6Bunga6 said:

    does anyone want to share to location they found the sea slug? im guessing it will be the shallower bios as thats where Iv gotten lucky so far.

    @6Cowa6Bunga6

    They will show up as a shoal (school) of fish just as you would find with Tuna, Mackerel, etc. They seem to show up randomly as opposed to at a specific depth/location. I reset my progress when 1.9 was released and I only found some sea slugs today. :( 

    Nautilus can be found in shallow water in the kelp forests, look out for the bright pink. 


  8. Quasi-related (ish), my ship got stuck upon arrival to an MP Yland. When I say stuck, I mean no forward/backward movement and an inability to turn. As with others, my ship had all of my rare stuff on board. I was able to get it unstuck by putting it into construction mode and building a sail. This allowed my ship to move (engines would still not work) and I immediately turned around and left that Yland. Note, I did see a small warning over the Yland Icon that stated something to the effect of !Risky base... It was very odd. 


  9. Yeah, I once mentioned (this goes back a few years) composite wood. It was a solution to the overabundance of sticks, sap, and bark once the player reaches a certain point. I mean, at some point you end up with massive amounts of each. Imagine being able to build with plywood or MDF? :)

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  10. You hit the nail on the head there!

    For a game that's rated PEGI 7, some aspects (particularly blueprints) are unnecessarily complicated. The average user should not have to spend an inordinate amount of time researching every exception/caveat to a tool that should be as basic as "point and click". 

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  11. A mass pickup feature would definitely be welcomed. It is probably the biggest struggle that myself and my children face (repeatedly clicking). 

    Regarding the mystery Islands, it would be great if they could be made Multiplayer (by the players that found them, via a toggle maybe). As it currently stands, there isn't a good balance between singleplayer and multiplayer (in Exploration). Whilst I'm only addressing the mystery islands at the moment, the same could be applied to "home" safe islands.  


  12. 19 hours ago, RedEagle_P1. said:

    I want to make an amazing survival server that fixes a lot of common issues people have. 

    What is one feature you would love to see in a custom-survival map. 

     

    Ideas: 

    1) Sleep using command. //sleep forces all to sleep until morning. 

    2) Auto-trash clean up

    3) Unbreakable spawn 
    4) Starter kit
    5) Troll traps that lock up thieves
    6) Abandoned AFK people moved out 

    ?1) Great idea, but can't this be abused to make plants like Sisal Agave to grow?
    ?2) 100%,  but must be limited to items dropped by a player, also I'd add that it should be limited in scope, what if a player wants to make items for other users? Are these items then considered "trash"? For things like resin and bark, I would wholly agree though. 
    ?4)  I found this very useful, especially the seed packet box, maybe add an herb bag?
    ?6) I work so don't have a lot of time per week to spend playing, but I am typically on at least once per week. Any abandoned/AFK kicking should be subject to a reasonable time limit. 

    18 hours ago, kimbuck said:

    return of the  /who  command to see   whose  lurking...

    markers to indicate on spawn  whose base is on what island ...  

    starter kit to include a one off key to a  chest containing  dinghy construction materials so a   new arrival  can  craft a  dinghy  and explore.... if they opt  not to use the  "uber" chairs

    admins to have  access to  day/night  controls ...such as the "gun"  ( that was cool!)...

    maybe additional  npc's  with  stuff to help new  starters  establish.

    will probably  think of  more when   brain gets   revived  with  some morning  coffee..   :)

     

     

    ?I support the dinghy and key idea.

    16 hours ago, WijkagentAdrie said:

    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".

    ??Respawning plants/seeds/ore is probably tops on my wishlist! Also, some ores are under-represented (salt peter, sulphur, coal)

    Multiple barriers/despawn would be great if possible, but let me clarify why. I like to build things and would love to "move out" once I've built what I wanted (opening it up for someone else to move in), but as the protective barrier is currently configured, it can be turned off, but not moved. 


  13. As a veteran consumer of all thing Bohemia (OFP, Arma 1, 2 and 3, ToM) I look forward to this new title. I purchased it shortly after receiving Pettka's tweet.  I wish the devs all the best and want to say congratulations on your latest release. 

    -FM-

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