Jump to content

Eujen

Registered User
  • Content Count

    47
  • Joined

  • Last visited

Posts posted by Eujen


  1. 4 hours ago, handofthesly said:

    *facepalm* I totally forgot you can do this to check the time. Either way, I find this kind of cheating and ruins the immersion of the game too. Definitely would prefer a craftable pocket watch for on the go and a grandfather clock for in my house

    I agree to be honest. Any 'debug' text is sort of cheating. For now, I don't mind using it for the sole reason of actually knowing what hour is. BUt otherwise yea. I'm so for crafting a pocket watch. or any sort of clock you can place in your house/ship :3 


  2. 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.

    • Upvote 1

  3. 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. :P
    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.

     


  4. 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.


  5. 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

    • Like 1

  6. 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. Young grasshopper.. xD I would've preffered young padawan.. but we don't have laser sticks in Ylands yet. So that'll do. 
    And ye.. definitely looking forward to this game more and more. (Specially with the new world we don't know anything about yet.. Ooh the hype and suspense)

    Hah!.. oh boy. I had my share of troubles asking for a girl's age and weight.. Nope.. nope.. Still a young grasshopper but I learnt my lesson.. q.q Claw marks heal pretty hard..
    Tho that was probably since a coworker a while back was... um.. just, you know. Chubby.. And I asked her 'Oh! Congrats.. how many months are you in?' 
    Hey not my fault I thought she was pregnant... >.> 
     


  8. Hey.. that can work. Seagulls trapped in balloons.. or cages. Who needs hamsters on spinning wheels. xD

    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. :D 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


  9. Hello everyone!

    So. I just recently bought the game. And.. thought it's just natural to post suggestions before actually introducing myself.
    But better late than never!

    So here I am.
    Your every day.. game loving dude that just found their dream game in Ylands.
    A bit of a backstory for this new Ylander here.

    Currently getting older by the day at 24 years and counting.
    Residing in Europe - Romania in a small village right outside the capital. (And yes.. roads here are as bad as they say.. Takes me almost 2 hours by car to go to work every day.. 25km distance..)

    Worked as QA for Electronic Arts and Ubisoft.. but I've also worked in Construction.. Call Centers.. Technical Support and right now testing the waters with being an IT Consultant.. Yay for being a Jack of all Trades.
    Except that though. I absolutely love games. From Third Person Shooters to RPG's and Strategy games to simple flash games on the internet. And I played em all.. (<Overexageration with that.. there's still a few I didn't touch)
    I've never been one to enjoy grindfests like World of Warcraft where you had to farm raids for that good piece of gear. But I definitely enjoyed it. Played games like WoW, Aion, GTA (All of em), Gothic, Knights of the old Republic, Forza, etc.. all genres xD

    I'm also a massive RP nerd. And that is mostly because Dungeons and Dragons. I got into it when I lived for a few years in the United Kingdom and for a few months with some friends in New York.
    But now I'm back in the Vampire Land. (I don't bite.. don't worry.. much)

    I'm never the one for introductions but Ylands captured my eye randomly. And when I saw it. I knew this is my dream game right here.
    It combines some things I absolutely love and would have hoped to be in a game. (Things I love were done before. But never combined)

    Medieval Fantasy with.. Steampunk. And I'd say Ylands does this.. quite well.
    There are a few things I always wished for in a game..
    Decorating my own house. Building it. Placing stuff wherever I want just because I want to place em there.
    Swords and Bows.. Flintlock Rifles and Pistols.. Revolvers.. All of that sold me already.
    And when I saw you can build your own ships.. your own cars too!... Yea.. This is it.

    So here I am..
    Cheers!
    Eujen

    • Like 1
    • Upvote 1

  10. 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!

    • Like 1

  11. 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.

    • Upvote 2

  12. 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.


  13. 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. 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! :D)

    Cheers,
    Gene


  15. 9 hours ago, Miguel Preguisa said:

    You're right about the toggle. I was mostly thinking it would work in conjunction with the new 3 slots like the tools/weapons. Since if you have a fancy suit.. you wouldn't want to show your musket, rusty sword and pickaxe on you. So when they are toggled invisible, they'd still act as hotbar items. (and I'm just not a personal fan of helmets xD mostly why I said it would work for the helmet slot too. But yea, on closer inspection. Keep the helmet slot as is, maybe just add it to my 'Tool Belt' items.)
    Also loved your idea for the potions everywhere cosmetic with the belt :D That is actually a really smart idea!
    Would work really well with what I had in mind..
    Say..:
    Weapon Belt/Holster - 3 weapon slots, back, right hip, left hip. 
    Potion Belt - 3 Slots again but instead you can only place potions in those 3 new added slots
    Tool Slot - same as above, can only add tools like a fishing pole, a pickaxe etc
    etc etc.


    '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

    It seems like I'm really tired because sorry, I didn't quite understand this. You want the player to be able to grab a rope into his hands (basically connect himself on one end)? That could be also a handy feature. You get it? Handy. Allright, allright, I will get some sleep.

    Right, I gotta apologize for that too. Was at work (and new day.. so there I am again) and I couldn't actually focus to find the correct term. Though let me give you an example of what I had in mind.
    Think of this 'object' like a.. Ring.. or a Hook. That Ring/Hook can be placed on any object. Be it a tree or.. the side of a car or under a ship or on one end of the rope.
    The player can interact with the Hook (we'll go with hook for now) and then the avatar would grab it with both his/her hands and hold onto it. 

    The idea behind the Hook was that it could work in conjunction with the rope. You can attach one end of the rope to a vehicle, for example, then the hook to the other end of the rope. So when the player would grab onto the hook. if the vehicle is moving, they'd be dragged along.
    Another example would be, attach the hook underneath a ship, Have one player move the ship on the open seas, and another player equiped with a breathing mask can hold onto the hook underneath the ship. So the player that's in the water, can basically scan for resources or whatever it may be. 
    Hope it now makes more sense. I'm quite tired myself so I apologize again xD 


    P.S. 
    The Grappling hook, I was thinking can be sort of used the same as the Hook. ^ Drop it on the ground, attach one end of the rope to the grappling hook, the player can then grab the grappling hook with the rope attached to it and then throw it.

    The idea of the rope, wasn't purely cosmetic as it was more for function. Since you can have both ends of the rope attached to different things.. (And actually you said something I didn't think about. You can definitely use it for cosmetic purposes, paint it black or something and make it look like a cable. I like it)
    But yea. The rope would have worked as a link between different objects. A car and a trailer for example. Or a horse and a trailer. 
    Could also be used to pull a 'wrecked' ship. Tie one or more ropes to the back of your ship then tie the other end on another ship. 

    Yea that COULD be somewhat used for griefing, but there are ways to go around that. Say it'd only work on objects created by the same user or something along those lines.

    Ok this P.S. is getting rather long. So I'll just add this one thing and then leave it there xD .
    The Free Moving Chasis I was thinking, could be the 'Poor Man's Vehicle'. I was actually thinking at medieval engineers when I said that. The chasis would be cheap to make, wooden wheels or whatever. Think of a cart. And would not allow Engines or Steering Wheels/Driver seats to be placed on it.  But would allow like chests or other blocks to be placed on it. So the player, combining it with the Rope.. and the Interactable Hook. could have a cart or a minecart on an island.

    Player crafts the Wooden/Free Moving Chassis, they then place two or three chests onto it
    Player Attaches one end of the rope on the chassis and then attaches the other end to the Interactable Hook that I detailed a bit above.
    Player can then interact with the hook and drag the newly made 'Cart' around with them.


    As to why I added these objects all as separate instead of saying 'Make a wheelbarrel, make a cart, make this or that' was to inspire creativity from players. If you have tools you can attach together with other objects.. your mind can go like 'Ok.. so what can I do if I put this there and that there.' etc etc. So instead of the devs giving us a Cart for example. They can give us the tools to create a cart ourselves and then finding a way to take it with us. Attach a rope with a hook and pul it, or put two poles/logs on the side of the cart and then push it? 
    But ye. that was it mostly xD

    Cheers.

     

    • Upvote 1

  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. 

    • Thanks 1
    • Upvote 2
×