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Improve exploration with more land more cars and more goals
Marco Oliveira posted a question in Suggestions & Feedback
Here's a list of tips to delve into the Ylands (all these my suggestions could also create a new game mode like "Adventure") Continents / or an option before generating the world more land: Instead of an archipelago of islands, the world of Ylands is composed of continents, Continents divided by the ocean, the world being made up of more land would be more interesting for players to build automobiles to move between points on the continent(even because even if you create the car, it is restricted to that island .. could even make a ship that could carry you but .. would not be practical). It would encourage the creation of ports in each continent that it can have varied and unique biomes. (if you can also create roads or even dirt roads, something that generates the world to remember a way to facilitate the transit of cars, something like the roads of the game "Kenshi" paths that refer to what was once a road). New beome: biome with volcanoes. Motivation for exploration: Create small goals to motivate the exploration and even the solo game as you search for islands that have ancient ruins with traps and unique rewards and even achievements on Steam. Give a very cliché example: we have 3 ruins; Jungle, Desert and Tundra. In order to be able to explore the ruin of the desert, you first need some artifact or item that manages to ruin the jungle, and the tundra an item of desert ruin ... and so on. Well, I hope I contributed something. Thank you =)- 4 replies
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- Exploration
- lands
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Introduction: First of all, I just wanted to say thank you to the Ylands team for the latest update and the QA video. The Meaningful Music update has made exploring much enjoyable and pure. I've missed the function ever since I first heard it in Jak 2. (The music would go normal, but as soon as you'd pick up your weapon it will become more tactical. Come on, my 12 year old brain was floored when I realized it was happening). The source: During the QA video Filip Vondrášek said that the current solution for the request of more/bigger islands, would be new worlds connected together. This was an idea I was wishing would be implemented when I started playing (around the 0.6 update), since this would create many fun possible encounters in the Ylands world. I mean, I have tons of words and gratitude for this. The idea: There was little information on that part, but I just wanted to tell my suggestion and hear if it's a good idea/impossible/will be implemented/already considered after 1.0. The idea is simply that every sea border is connected to another server when the world is public. The game catches the essence of exploring, crafting, and creativity, but it has hidden potential if it's limited to one world and 8 players. The sea borders would connect to other worlds where other players would possibly be. Think of it like a grid-map, where every space is a server. I mean, it seemed like a good suggestion considering whenever you'd on water, lag wouldn't be that big of a problem since when you're usually safe and nothing too much is happening. The problem: I know this isn't to be expected, but I would just further elaborate on the problems this idea also has, which is mostly food for thought as the solution could be many. The problem with this system is that if we were to place another server right next to the border, what would it take to consideration as other players also would cross borders ? What if you're placed next to a dead public server, will you be forever stranded away from people? What if some random person keeps coming back from their server and keeps griefing you? The bordering server would have to be a world where other players are, or it would just fill your sea borders up with empty servers and it would basically be a way-to-complicated terrain-generator. It checks for servers when the player crosses the sea border, then places one with an average of 1 to maximum allowed players. (lag. yikes) If a world contains a banned player from your server, it will be filtered out of choosing when you're crossing the sea-border. This goes both ways as in, the banned user can't find your server either. When the world is offline/inactive (in correspondence to the 0.9 cloud hosting where all players are offline) you lose all the border-servers, or if you close it down manually(?). The other server's name would be displayed as a discovery on your screen whenever you cross over to another world. This way you could keep track of whenever you enter a new server if your bordering server has changed because it's become empty, and swapped with an active server instead. This could be called the "mirage" effect. Thank you for reading!
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Sup Folks, Been binging on this game in between work with the HTC Vive and I don't know if it's the excessive binging of both but I feel like down the line this game could really suit VR, to some degree. I myself like playing in the first person viewpoint and I feel like creative mode would be a perfect fit. Teleporting around and in air as you fly around terraforming, and help you get close and nitty gritty for those extra details in your level. Plus with the seemingly endless potential of the game modes you can make you could get a tonne of new VR experiences from one game. Shoot outs, castle sieges, pirate battles. I feel theres a whole host of things that could be done! What do you guys think? Would you play it? Those who play VR do you agree, disagree? -Niall (Hoolio Redwood)