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Game Improvements - IMPO
newfang1 posted a topic in General DiscussionThis entry is based off of my experience with Exploration mode - as of Late December 2019. Short Version: - Add harvesting vehicle attachments or individual vehicles such as "wheel Truck, Harvester, Combine, Excavator, lawnmower. Planting seeds takes Way too long and is fitting for early game yield. End game needs work with farming. - Add a price to using the flying pack - asap - Slow down how much you obtain from mining drill and mining in general - increasing value and allowing space for Endgame interests. - Add conveyor system blocks such as push, pull, eject, storage and the tubing itself - Allow construction mode to anchor a vehicle to a ship. (Transportation) - Add respawn to grass and a few various plants and Wildlife. (Once everything is dead, there is literally nothing to do.) - Increase Island Size, even if it means less islands. I shouldn't be able to cover the entire Island on foot in 3 - 4 minutes. If so, these should be cartilage islands that sit near larger ones. - Invest in logic for the need for vehicles. They are extremely fun to drive, but I'm finding myself making up reasons to use them. They are basically useless outside of light sources. - Add global events. Hurricane (Destroys Crop) , plague, Undead... something, anything. Random Encounters are good. Pvp can't be the only thing all the base defense is for. - Why are we building storage unless we're playing on a server with thieves. Its so much easier to place things in stacks out in the open so you don't have to find them. - Add tool belt for basic tools, Axe, Hammer, Screwdriver, Pick axe, small spade, etc. pouch for nails. - Add backpack items. additional storage when wearing, reduces movement speed. - Rivers through larger items would be really awesome. I love this game, but it lacks win/loss logic and something is off about it when it comes to the items you make. Long Version: Before I go over all these ideas - I want to justify my inquiry. This is not a negative rant, or at least not intended to be. I sincerely enjoy this game. Inventory is just flat out an issue in this game. Not as far as functionality, but as far as clutter, inconvenience and something is a miss about it, but I think we're on the right track. Having to have 12 to 15 tools and parts in your inventory to build simple things is difficult and awful sometimes, but I really like the idea of organization and process being a part of your gameplay. I GET IT. really. But, maybe if we are looking to make this a part of the game, it should give us some options in late game functionality, that prolong our endgame interest. While, I know the goal isn't to make "farm simulator", "Quarry Simulator" or "Landscaping Simulator", I just feel it's necessary to make the end game process a little different. Once I make a few Ylandium tools, the only friction is deciding what i want to make, and why. "Why" is usually the main one, because how many bases or ships do you need. My proposition is to make mass collection and consumption a late game option only. Allowing you to trade mass production for other goods from NPC's or even players. Harvesters, Seed Drill / Cultivator, Wheel Truck I currently use corn to produce flour, then to dough to make bread. The issue i run into, is that I can only collect a few stacks of corn at a time, having to run back and forth. It would be great to have a large wheeled, slow chassis to attach a Harvester to. (Large Spindle to attach to the front with a energy receiver. Or, maybe implement the vehicle all by itself. (Combine Harvester) This could raise the question, how does it know what to harvest. well, this could work the same way blank keys work. add the same inventory as the "Creator menu" and select the items you want it to pickup. Obviously you can then separate this is into sub categories like Excavators for trees, Wheel Trucks for stone and similar nodes. These can be used to collect grass, rock, stone, sand, whatever. Just a cool way of getting material and slowing down how much you can do on foot, making this worth the time. (instead of the Mining drill ) - Bringing the yield down on the drill. It's pretty ridiculous. It's way too fast. If you are in a mine, you can literally just collect everything you want, then when you are done, just look up and walk out and you will surface in 10 seconds. Conveyor System Blocks Now, I understand that this is a lot all at once, but the harvesting items can open the door to other things like Conveyor systems. Much like the energy system that is currently operational, conveyors can be implemented as tubing, much like Space Engineers" system for collecting and distributing resources. Tubing, sending, Ejecting and a number of storage blocks that attach. These blocks can be powered by any energy sources that match the required amount. Engines, Generators, etc. I'm aware that several other games do this, and it's not to request this game be more like them... this is simply to add more End Game functionality. "Keep your enemies close" Combat has come a long way, and I have very little issues with it currently. However, once everything has been killed, there is little reason to have weapons or armor on your base island. That's fine, but it didn't take long to kill the dangerous spawns on my island, meaning it would only take 5 to 10 minutes to clean out another island with the right weapon (repeater rifle). Let's maybe do something about how little effort it takes to sustain on an island once you've obtained a few coal, iron and copper. Not enough friction as of now. (Combat Danger wise) "I'm on a boat" I've been playing the game for a few years now and it's still raining inside my ship. why. Also, can we implement a way to transfer a vehicle using the "construction mode" function? (i'm sure this is in the process. I see this on the forums all the time.) "Make Storage Great Again" It is almost a no brainer when it comes to inventory on a vehicle, or in a confined space. It is much more viable to place 50 stone on the ground instead of putting it in a container when you can only have 6 or more slots. I really like placing most of my items where i can see them instead of having to dig through 57 wicker baskets full of resin, feathers and bark. I've noticed in some cases, If you place 1 item of each thing on a table, you can easily walk up press tab, then drop the items over to the "vicinity" stacking it with what you already have. This is nice, because It's out in the open and I can grab what I need without having to find it. What are some things we can do to make storage a more purposeful thing to build. (other than locking it away from other players) This can correlate with my ideas on the harvesting, conveyors and similar items. "Globale Events" I feel like a lot of what I've discussed so can be consoled with a few world events. Something like Hurricanes, Flooding, Plagues, whatever is easiest. Roaming packs of wolves. something to force defensive posture other than Enemy players. The problem with revolving all of your content around having to have more than one player is that you cripple the core gameplay. You would probably much rather have a strong game on its own, and work the pvp into that, instead of the opposite. "Sharknado" Obviously, there is a reason the sharks are no longer in the game. I'm sure they will surface once again, but get those suckers back in there as they were a really good stress generator for those traveling at sea. They should be able to attack you on a raft as well. Most people are scared of sharks, even if they look like gray hotdogs. You need the sharks. If a movie can successfully combine sharks with something so implausible as a tornado, it should indicate that sharks are one of the best enemies / antagonist to have. BRING BACK THE SHARKS. lol "Exploring" Finding a new island is good for one thing. Going down in that mine and getting the Ylandium, Copper or Coal. The occasional Raider camp is COOL, keep doing that and make it better. But currently, It takes me like 5 minutes to walk around the island on foot. That's incredibly small. Exploring an island should be an investment and dangerous. Let's see what we can do about that, considering that is the entire purpose and premise of the game. to explore islands and build. I had one experience while playing this game that made me really interested. I was exploring this cave and found a statue. I dug around it, found a sword, picked it up, and a mummy or some kind of undead thing came out of the ground and tried to kill me. That was incredibly interesting and fun. Let's see more of that prefabricated trigger events, but more clever and not predictable. Harder, faster, more dangerous. By the way, that has never happened again. "ROADS" I would assume some sort of land "Smoothing" tool is being implemented. However, I would like to see the ability to make pavement. Using a Nurb modelling system similar to the one in 3DS Max to achieve a surface between two points at whatever angle. The system would be best used with making waypoints on the ground. There could be 3 to 4 sized in width. So placing size 1 and then placing a size 2, the road would widen between the two points and adjust to whatever angle the player has indicated. If you wanted to make a road that contoured the ground, you would just simple place it on the ground, then adjust the bar to best sit flush on the ground. Or, if you wanted to elevate it like a bridge or raised highway, you can build frames up and place our waypoints along the structures. Lots of information here, but I convinced a friend to play, and it's rapidly becoming uninteresting. Starting over is the only thing that keeps us interested for the time being, but how long can that last. Keep up the good work! Hope to see some interesting patch notes soon.
New Tool suggestion
Denderion posted a question in Suggestions & FeedbackPicking up items can be very tedious without an auto pickup, having to spam right click takes a toll on your hand. even more so when cutting down trees. sooo many tiny things. I have an idea for a new "end game" tool. it would unlock around when you unlock the mining drill and paint tool. This tool would be called the vacuum. When used the tool would suck all items that can be picked up with right click on the ground into your inventory. It could have a cone thats somewhat big but also small so we can actually aim at what we want to pick up and dont with a little more precision, thinking of that for when you need to vacuum things near your house and dont want to accidentally pick up placed items you put there on purpose .
[Suggestion] Use imported Heightmaps to generate a map in the editor?
Amber Icon posted a question in Suggestions & FeedbackI was playing around with the editor and it seems far too difficult to create a custom map without using the worldgen tool. If I wanted to create a specific biome, setting or place, it would be so much easier if players/creators could import a predesigned heightmap into the game that could be used to generate a map. [almost exactly the way that cities skylines allows players to import and export heightmaps] These maps could then be easily tweaked, decorated and filled with the rest of the tools available in the default editor.
[SUGGESTION] Equipable Tool Compositions
Eujen posted a question in Suggestions & FeedbackHello there! I have returned with another.. suggestion. That I think would be quite interesting. (I'm honestly curious what everyone thinks about it too since I thought it's pretty nifty. IF it can be done) As the title suggests, Tool Compositions. I'll try to keep it brief as I honestly have no idea how to really explain it. The idea behind it is: You place down a Rifle in the editor just as you would normally. Afterwards you place down a knife. beside the rifle. You would then be able to position the knife under the rifle, then link the knife to the rifle. (So the rifle would be the 'usable' tool, and the knife would be decoration on said rifle) What this would do.. basically create a Rifle with a Bayonet. After you'd link the two objects together, you'd then save it as a composition and place it in a world. Then in the world you can pick up the weapon and voila. This could be done on any sort of item that the player can equip. A hat, shirt, boots, pants. Tools and Weapons. (A hat with a feather on it's side. Or a chest piece with axes on the back so the axes would show upon the character whenever worn) Now the objects linked would have no functionality. They'd be there JUST for decoration. Reasoning behind this? I dunno. Creativity? The reason why I'd say to only be able to do this in the Editor and then move said object in the game is for the sole reason of it not being abused. Since with this system you could technically attach a tree or a log to a sword. And you'd basically be fighting with a tree. So doing it in an actual game can be quite.. griefy. So limiting it to be done only in the editor sounds like a nice idea. :3 Cheers.
caramelosorico posted a question in Suggestions & FeedbackA bag that can contain tools and/or weapons, I allways have most of mi inventory filled with tools and weapons
Eujen posted a question in Suggestions & FeedbackHey 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.
Specialty Toolset for Dismantling/picking up existing structures or placed furnishings?
Amber Icon posted a question in Suggestions & FeedbackWould it be possible for single player and creative modes to get a suite of "Builders" tools that allow players to move placed objects? Furnishings like doors, tables, beds, chairs and such are the ones that are more desperately needed, but if it were possible to have the tools also "deconstruct" actual building materials as well it would be a nice bonus. The reason why I suggest this is that thus far I have had issues building onto or modifying existing randomly generated buildings and camps. Sometimes a cabin that was initially a boon turns into an eyesore that leaves no option but to move my entire base to a new area of the island or painstakingly dismantle and replace the structures, furniture, walls and more. I also understand that in multiplayer this would be an issue, but it must be easy enough to make them bound to perhaps the player shield generator thing, or make them only accessible by admin commands.
DEV ANSWER Some gameplay issues
Barsian posted a question in Bugs & Technical IssuesHi folks, im playing Ylands for couple of hours and game looks great, but have some issues: 1. when i died, i cant respawn. i have to go to main menu and then respawn, but whole my world is wiped and im starting from zero. 2. i was digging about 3 hours, but didnt find single piece of iron ore 3. maybe its not in game, but i didnt figure out, how to create a chest for storage items 4. what is difference between fishing pole and fishing pole with lure? 5. why knife is broken after cca 10 uses and other tools are infinite?