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Eujen

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Everything posted by Eujen

  1. Eujen

    Sleeping

    A quick note: You can press "~" (Tilde Key) It toggles your UI, but it has 3 modes. Two of em are simple. UI on and UI Off, but an extra Press will show you some text on the top right of your screen. That shows you, besides the FPS and other information, the current time In World. That aside. I do agree with this. While I'm fine with voting to sleep. (since we can finally sleep in MP) Just give us more options. Like Sleep till: 1 AM, 3 AM, 5 AM, etc etc. From 2 in 2 hours.
  2. It actually is possible. You can use a Hammer (If I'm not mistaken) and basically break the blocks. So that's one way to do it.. Also using the hammer to break the blocks actually is more survival like than just being able to pick it up. I mean look at Minecraft (prolly best example?) In creative you can place and destroy blocks in one hit? While in Survival you have to actually 'mine' the block? So yea.
  3. Eujen

    NPC'S in creative mode?

    I think this might've come better as a suggestion. Since what I think he's saying is.. To be able to place NPC's in Creative (customize them and such) just like we do in the editor so that.. If you're hosting a world and you just need some quick enemies or something. You're not going to turn off the server, open the editor etc. Just for one or two NPC's. So this way you can spawn them on the fly. As for the trade thing.. I got no idea. I'm as curious as Velocifer up there.
  4. Eujen

    0.7: Cheerful Characters (14/02/2018)

    This update is SO amazing. The fact that we can have NPC's and actually make em into quest givers too.. It's gonna make for some amazing ideas/quests to be made if we can put said npc's on the workshop as compositions. This is just so good. Thank you for the update and keep up the good work <3
  5. Eujen

    Placing blocks.

    Yea so G is the button. Not Z.. what was I thinking. Good find Indomitus.
  6. Eujen

    Placing blocks.

    I'm at work right now. So I can't say for sure.. but I know there's a way to move em like that. I think you had to hold down Z? A button just like rotating. You hold it and then you can right click to change the direction in which you move it. Really can't say which one it was for sure though
  7. Eujen

    How do i get Ylander badge ?

    Thank you Ane! Me has finally joined the castaway club!
  8. Eujen

    Workshop ?

    Had this issue earlier too. It seems to be fixed now! Thankies :3
  9. Hey there, So a bit of time before I actually start working.. and on my way to work.. I was thinking.. "Ylands is such an amazing game.. but what would make it more interesting?" See Ylands, right now, is probably.. well definitely my favorite game so far. Why? It has over 50% of the things I would LOVE in a game. -Survival mechanics (Hunger, scavenging for resources etc) -Pletora of weapons and tools (from clubs to stone swords to revolvers) -Vehicles (Cars, ships.. and even that propeler pack) -Crafting (an amazing, and immersive crafting system.. since you need to have the tool on you to craft items.. I find that to be quite interesting) -Building (Build on the car frame? On the ship frame? Yea sure. Knock yourself out. Want to make a classical american car or an RV to explore the world? Sure) -Decoration (PLACE ANYWHERE, I love this. nothing more to say) etc etc But I was thinking.. The game already has an amazing amount of content in the game already and we dont even have NPC's or anything of the sorts. (until the end of this week at least) And I already know from what I read on the forums in Sneak Peeks that we'll have an improved combat system, factions for npcs etc But.. once we reach 'end game' right now. What's left to do? Nothing much except building. And that's a bit of a shame. (I love it nonetheless don't take me wrong) THIS is a suggestion thread tho.. SO without further delay.. I'll get straight into it! The sk.Ylands What this entails.. and what does it add or do. It's basically a suggestion that I was thinking at after reading a few others on the forums and from my own head as well. As with my other suggestion thread this is made to work together with itself. >LINK< : Tools, Cosmetics and Slots The sk.Ylands would be a new world. New items, weapons, monsters etcetera. (I know the devs already have a world in mind. that we'll get in the future. Hyped!) I'll keep it brief since the time to work is getting closer. But I will definitely update this thread later with some designs, sketches and obviously more items and such that I had in mind. sk.Ylands are sort of an end game world because you would need to reach Engine creation in order to fly up in the sky! A few new items would be added to the players crafting table, those would be Wind Catchers, Thunder Catchers, Wings, Large Balloons, Sky Propellers. Wings: The wings can be placed on the ship to allow the player to actually steer their new vehicle, they would be as large as large masts. Sky Propellers are quite simply propellers the player can place on the ship to actually propel the ship forward and back But what makes the ship go up and down? Simple. Balloons! Large (and small) balloons are like Large and Small masts. You can place em on the ship and that allows you to go up and down. These would be placed on the Small or Large ships (Car Chassis too?! So you can ave a ship as the mother base and then landing pads for the smaller crafts?) that you can craft already. So you could, technically attach these to an already existing ship (or car) and take it up into the sky! When you'd reach a specific altitude, you'd be transitioned to this new world. Where there is no.. water to have your ship on. But instead.. What you'll find are.. Clouds.. Storms.. Rain.. and.. floating islands! Now.. How do you craft the.. Balloons? Well for this you'd need the Wind Catchers. They'd be sort of like (looks wise) Sails you can put on your ships, and these would catch the wind when you go into storms and give you a new item. That new item would be 'Bottled Air/Wind' With this bottled air/wind you can then craft the balloons. Why should you go in the storm to make use of these Wind Catchers. Simply put for the sole reason of giving the player an incentive to actually go out and explore. On the normal world they'd put these on their ship and actually go out on the high seas looking for storms in order to create this bottled wind Of course.. this shouldn't be as easy as said. Since.. maybe there are huge waves that can damage the ship. Thunder could strike the player and deal damage, etcetera. Upon crafting these balloons and placing em on the ship, players can reach the new world. And yes. I know I may have forgotten the other item. The Thunder Catcher. The thunder catcher simply put, again placed on the ship, (maybe looks like a huge lightning rod?) And this would, as the wind catchers, give you 'Bottled Thunder (or Lightning? Maybe better called Lightning Catcher? but Thunder Catcher sounds better xD)' The bottled thunder would be able to fuel the Ylandium Engines. (Or new.. Electric engines?) that will make the propellers actually function. "Why don't I just use my old Coal Engines for this" Well to put it simply.. Normal resources wouldn't be found on the new floating islands as much as they can be found on the normal islands. Coal, copper, iron, etc can still be found. But not in such big quantities. So Thunder is a good source of fuel. Ballon Frames, Sky Propeller and Wing Frames could be crafted from either metal or wood. Wood would be lighter, but the ship could sway a lot harder from left to right in gusts of wind and Metal framing would make the ship heavier, so it is a lot more controllable in gusts of wind but weaker to lightning, since it conducts electricity What risks are there to going up in the sky? Flying sharks. Sharks with wings.. Simple as that. When exploring the sky. You'd still find normal animals on the islands but aye. (Maybe a few others. Wyverns or Dragons as boss monsters? :D) Storms! Lightning, and Wind! can be quite risky as well. Thunder can hit your ship, and deal damage to blocks or the player Wind can make your ship sway from side to side maybe take you off the beaten path or have a chance of throwing the player off the ship And in the clouds where you can't really see ahead of you that much, That can be quite dangerous since you'd lose your way. (you can go above storms and clouds, having an amazing view. But you'd be easily spotted by other players and sky sharks would spend most of the time above clouds. So a safest bet although dangerous is to be inside of the clouds Islands would generate in the clouds and above them as well. So in general the sky world (for now) Is just to collect special resources like Thunder and Wind (or Sky Shards. or Sky Crystals) until I think on the weapons and armor (Air Guns, Balloon Packs, Floating potions etc) And the whole idea is to create sort of an 'economy' in world. While not needed. I can see some interesting interactions between players. "Player X has a sky ship, they go collect thunder" "Player Z doesnt like exploring but they need thunder for their engines and contraptions" "Player X asks player Z to give him something in return for thunder" And so they trade! Or.. you'll have pirates. Players that will just attack you to take your loot. So making a sky ship can actually be used as an interesting base as well. Allowing you to go up in the sky and make a base there. Etcetera. Some Items I thought at for now. (I will think at more and will update this post accordingly) Thunder (Lightning?) Rifles (Shoots bolts of electricity) - Good against Metal Armor (since it conducts electricity) . Weak against Leather Armor (Or normal clothing) (Since it doesn't conduct electricity) Air Rifles (Shoots a gust of wind pushing people back) - Good against Leather Armor (since it's light so it can push people back) . Weak against Metal armor (Since heavy and can't push back) Skyshards can be found on the floating islands. From them you can create decorative blocks or armor. (weapons too) Ammo for the Air Rifles would be crafted using Bottled Wind. (Respectively Bottled Thunder(Lightning) for the Other rifle) Can also create Crystal weapons,armors and tools, They'd be really effective but can break easily. With the new crystal, thunder and wind resources, players could possibly create a levitating device that they can place on the ship or chassis and it would allow em to float/fly without the need of balloons. ALTHOUGH! the creation of this item would be extremely hard. The physics/flying with these would be similar to Worlds Adrift (Go up and down, rotate left and right and move forward and back) This is all I have for now. Will update later with more ideas and some actual crafting 'schematics' Cheers.
  10. Eujen

    [SUGGESTION] sk.Ylands

    Hey.. that can work. Seagulls trapped in balloons.. or cages. Who needs hamsters on spinning wheels. And yah. This suggestion is a bit 'major' if it's taken into consideration. But I thought that 'Better to have it there' So if they do have something in mind for the future. Aye. Obviously I'm not expecting this to become a reality any time soon if anything. Besides.. We'll have mods! It's one thing i'm still trying to realize. "We'll have mods!' So even if this isn't implemented, at least some tools that can allow a modder to do just that x3 Anyhow! Didn't get around to updating the post last night. Was way too tired. But at least I thought at a few more stuff so I can flesh out the idea. :3
  11. Eujen

    How do i get Ylander badge ?

    It seems.. I am having the same issue D: Had my Bohemia Account linked with my Steam account for.. a long time. I logged out and back in just in case as well. So.. just in case.. Thankies <3 http://steamcommunity.com/id/iecristea/
  12. Eujen

    New Colors for Avatars [Suggestion]

    I'll have a quick reply to this. I fully support this idea/suggestion. Coming from Second Life as well.. where I changed colors almost constantly. While I'll have my Ylands avatar to be 'basic'.. I do support the idea of having more color choices for our characters. Skin and hair too why not. The more customization options we have the better. We wanna look snazzy!
  13. Eujen

    0.6 Worlds and 0.7

    Hey there! So I have finally got the game.. earlier than I said I would in the Suggestion thread I made. (Couldn't wait.. what can I do) Anyhow.. I've seen the latest sneak peek.. which says the 0.7 update will come next week. (Hopefully) Now this is an idea I had and also something I want to ask about. I am planning on creating.. a world. (Duh) (It would be mostly a 'Roleplay' world. as I am a huge RP nerd.. and I think RP in Ylands could be quite amazing with all the content we have) The thing I had in mind (after playing with the editor quite a bit last night) Was basically the following: Continent on a corner of the map with 2 or 3 cities connected by dirt roads or brick. (Quite a big chunk of land so that the players can travel by car and such) And it'd also contain 3-4 smaller villages. (Of course some easter eggs and other stuff would also appear, like mines or quarries and such) Besides that continent, of course. I plan on adding in a few other islands that would contain like again, quarries or villages or treasure etc. I wanna add some 'Dungeons' as well populated by bandits that players can explore. Also Ships travelling from one island to another. In a nutshell. Craft a world that will be populated by NPC's. For immersion and rp purposes. TL;DR Now.. what I actually wanted to ask. If I start creating the world now, before the 0.7 update.. Can I still add NPC's afterwards. Or will NPC's populate said world after 0.7? Or do they spawn in only after generating a new world after the update. Now I don't mind if NPC's generate only on worlds created after 0.7, but I'd like to know if I can actually populate an already created world with NPC's. Also I plan on creating different compositions like Log House 1, Log House 2, Log House with Cobblestone 1 etc. Different variations of houses, Furnished and Unfurnished that I can place in the workshop to be used by me, and other people in their worlds. So.. if anyone would like to 'contribute' to this future world I have in mind. With any composition or ideas. Let me know. I'll make a 'quick' draft of the world in a wee while. To give you guys and gals an idea of what the map would be like. Cheers, Gene
  14. Eujen

    0.6 Worlds and 0.7

    Aye, all good then. Ya I'm planning to generate a world via creative or custom or whatever the such. Since for now you can only see the map when doing that. With Preview. So I'll keep generating until I find one that I am satisfied with. After doing so, it's all a matter of adding land via the terrain land in the editor. I had some fun with it last night and it's not so hard, and actually fun. A bit glitchy/buggy at times but hey. Better than none. And yah, for now/starters I think I'll just create the different buildings and such that I want in said world. That way I'll be able to create a mental image of what things are where and such. Which is good since 0.7 will hit by the time I'm done with all the buildings most likely, so I'll be able to see what new stuff will be added. And then mess around with NPC's in the editor and see if I can make em behave in different ways. Allies, Neutrals, Enemies, have em drive cars or ships etcetera. But aye, thanks for the reply. That's some helpful info :3 Cheers.
  15. Eujen

    Translation of Ylands

    Hi! I personally wouldn't mind translating in Romanian. As it is my native language and having the game in as many languages as possible sounds like a good idea! (I'll personally play it in English just because I like english a lot more but hey! ) Cheers, Gene
  16. Hello! I am rather new to this forum but I have played Ylands over at a friends place and ever since then I've been following the game. (Going to buy it next month for myself and a couple of friends at the end of the month) As a small 'Introduction' I am a long time Arma and Dayz player. Favorite genres, of course, RPG, Survival, Action, Adventure (Basically Ylands minus the 'RPG?') Anyhow, I have worked previously at gaming companies such as EA and Ubisoft, and while not being proud about it, I learnt things, and the thing I learnt the most, some of the most interesting features usually get cut out because they seem 'Useless', so here I have a couple/few suggestions that will make it more interesting for the player,and they're not 'that' hard to implement (altho does require a bit of extra scripting). P.S. I didn't actually search the forum as much since I am currently at work, and these ideas popped in my head while driving to work so I deeply apologize if these suggestions have been made already. Tool Belt I did notice a forum post about this but this is actually a tad different. I have played Modded Minecraft quite a lot in my day and one of my favorite mods was the 'Tool belt' mod. I will not say what the minecraft mod does, I will simply say how I can think it would fit in Ylands (it's pretty similar to the minecraft mod) The player can craft a Tool Belt, and when equiped on a 'waist' slot or just when having it in the inventory, it would unlock 3 extra slots on the character panel. These slots would be : Left Hip, Right Hip, Back. In these slots, the players can equip any tool/weapon and they would show up on the actual character model. As an extra feature to this, in the radial menu, the player can access the tool belt and pick one of the 3 tools to use. (A holster/unholster feature) When a tool/weapon is selected in the radial menu, the weapon disapears from the character model and shows up in their hands which they can then use. When selecting the same tool/weapon in the radial menu, it would then get holstered, showing up back on the player model. Backpacks Since most of my experience with the game is from youtube videos and a short playthrough at someone else, I noticed a slight lack of 'back' items. So in the backpack slot, allow us to add in, besides the propeler pack, the containers that we now have, for keys, potions, herbs etc. The container itself would still be in the characters inventory, but when dragged in the back slot, it would also show up on the character. Face Slot Add in a 'face' slot where the player can equip cosmetics, for example, an eye patch, for that pirate life, a monocle for the well read librarian, or a bandana around the face for the looter in us. The above is quite self explanatory, also I know that some helmets go over the face for example the Mark 1 Helmet, and to this, comes the next suggestion! Toggleable Cosmetics This is quite a simple thing, add a litle checkbox between the head slot (and beside the slots added by my suggestions, like the hips, back and face slot) which when pressed, it would toggle the equiped item in that slot, invisible. Fixing any clipping issue that may occur with my suggestions and also just adding that extra bit of armor to the head without having to always see a helmet you don't like. EDIT Attachable Rope This will definitely be an interesting feature to add, although a lot harder to implement. Basically allow the player to attach an end of the rope to one object, and the other end to another object. Also allow it to be attached to horses.. This can make for an interesting 'towing' feature to be added (which continues in my next suggestion) Free Moving Chassis This would basically be sort of an interesting mechanic if combined with the above. The player can attach the rope to a chassis that can be pulled/moved around by just pushing/pulling it In turn allowing the player to create like sort of a wheelbarrel, or trailer that can be attached to a vehicle or horse. So when the player would drive/ride the trailer will follow along. Grappling Hook Combined with the above, the player can craft a grappling hook. Basically a 'throwable' rope that can attach to objects, allowing the user to then climb up on it or swing from it.. if such physics can be implemented. 'Pickup-able' object Combined with the above, basically an object that the player can interact with and hold on to it. Basically using it for the wheelbarrel, attach this block/item to the chassis and the player can then interact with it in order to move said chassis around. This can be interesting if attached to one end of the rope, while the other end is attached to a tree or a chassis. In the first, the player can jump, grab onto the interactable end of the rope (the pickup-able object) then swing across a gap. Or pull a chassis from further apart END OF EDIT These are all the suggestions I currently have in mind, I would also like to photoshop some images later to give you an idea of what I had in mind. Now.. the main part is, 'Why should we implement this?' Well let me explain it slightly. These are mostly 'useless' features, maybe except the toolbelt one. I personally am a nerd when it comes to seeing my characters equipped with different weapons on their body and such. And it adds to the immersion. Some players may think this is 'useless' as well, but at the end of the day each one of us has that lil thing of wanting to make the craziest, wildest or the most badass character in terms of looks. So I think this would add to that factor. But.. 'Why us, as a company, should we add this in if it's a useless feature?' Well.. I was thinking at this too, and with the slight marketing experience I have.. it would add an incentive to players to actually buy skins for weapons, tools and other stuff that they can see on their character. Currently you only see what you hold in your hand from your hotbar.. So if you only use a sword, for example, you'd buy a skin for that sword and never look at others because you can only see one weapon/tool at a time. So having like.. (Example) A revolver on your right hip, a sword on your left hip and a musket on your back, that can be visible at all times, it adds an incentive to the player, to actually buy skins for those weapons, so that others can see them. And that they, as players, can see them as well after purchase. This might be a weak suggestion in this alpha state, but since it requires a bit of scripting, it'd be easier to implement sooner rather than later, to iron out bugs and other stuff with the help of players.
  17. The original post has been edited. Updated with a few extra suggestions. Cheers
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