Active player issue

The game couldn’t have handled 50,000 players at launch. It wasn’t built for big numbers. AAA games can’t even handle the login surge with a midnight release. I’m mostly playing Fallout 76 with my son because he got tired of Boundless fairly quickly - he’s 6 and once we hit the gem wall he said yeaaahnooo I’m out and bailed. So it was back to Minecraft for him until new games dropped.

Some days I want to play Boundlese but then I’m like hmm I only have 2 hours, not even worth logging in. I want to make some gem hammers, but I don’t have the stuff I need… I have everything I need to go get the stuff I need but keep putting it off same as when chores need done at home. Even with the new planets, I was excited but not excited enough to jump back into playing every day. I think once coin gets fixed I’ll probably get back into Boundless because that’s one of the main things that separates us from Minecraft… and I never was really all that into Minecraft.

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Slow growth is fine but how long can the company sustain running this game with a diminishing population of players and purchases. I don’t think they will be able to slow grow the game with the rate of players. At some point they need to bring people Into the game slow or not and right now the only way people learn about the game is word of mouth via reviews which last I checked were also declining.

Ok, als jij het zegt dan zal het wel zo zijn denk! Vind het altijd zo apart dat mensen het normaal vinden dat anderen maar voor hun moeite gaan doen om hun berichtjes te gaan vertalen al dan niet met behulp van een andere website. Hoe lui kan je zijn?

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Goeie vraag :joy:

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Seems like no one can support themselves with the current footfall system and the lack of coins from any thing else makes it hard to keep request baskets open for little shops.
Solution would be to either fix foot fall or add coins from meteor kills at least that way people can play the game and not have to grind for hours just to keep a couple portals open.

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There are always more ways to skin a cat… we could easily fix the perceived footfall shortage

Also, why would you want coins from meteors?! They already give you oort, coin is literally an extra step in what should just be meteorite = oort = portal…

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I could say I want coin from killing any mob but then everyone would have a ton of coins so isolate it a bit and just say from killing mobs dropped by meteors limits what gives coins and and a added bonus you can get oort for your portals.

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Taking from what I have read here, talked with my son about and seeing in some other games I go with the quest system where when you log in and are in the sanctum you can go to a box/crate and click to open up for a quest. Five can be given for different levels, From new players to advanced experienced players. Example: new player (level 1) is give quest to go to level one planet an collect so much of a certain item. Say the yams. Collect 25 yams and 10 leaves and return to sanctum. Or so many copper ores; or tallow from what animals you kill. You are given coins for them. Level 2 could go to level two planet and get so many wildstock eyes and tallow; or some copper and rocks. Level 3 is get something that is more challenging, requires you to get out and have to fight some of the critters. And it goes on for the different planets. Items to be collected can do a rotation of common ores, leaves, rock, sand, peat, soil, ash that is common to get. Even sand or ash from a level 4 planet can have some danger as you are mining it on the surface.

Each player can pick what quest they want, if they want to try the more dangerous ones they can. Either way, a player can chose to do a quest or not, they can chose what level they want. They return to the sanctum when finished and put the items in to the container, same as you do a request basket and collect the coins. It helps the new players get coins to buy what they can’t get at the start, a challenge, something to do, gets them out exploring and seeing the planets.

It is a win-win situation, more coins for players, players get a break from grinding to have some fun doing quests and a sense of accomplishment and this encourages them to give positive reviews of the game.

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isn’t boundless one big long Quest? It just lacks bigger challenges for the fast adventurers(read: the ones who have taken a flying start at launch) amongst us

I’m going to be setting up something like this, reward scaling for planet level and above market price, but mainly for blocks though…

Unfortunately its going to be a limited offer quest, I’m going to be buying exactly 100 each of several specific items & colours over the next 2 weeks at between 5 to 10 times market value.

The diversity will hopefully mean that lower level players get incentivised to run these requests - a lvl 23 solo alt could do with 10k coin for 200 silt, clay and peat from specific lvl 3 worlds, whereas the big fish who are reselling each others specials hopefully wont see the reward/time effort as being worth it.

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Welp, I’m actually super excited about LED-ing my disco ball! :smiley: 8)

I’m really excited about a creature taming epic (travel by cuddletrunk?? lol) sometime in the future too. With enough creature pets maybe can create a legion of them that become a Titan assigned to the player’s beacon, then players can agree to a battle of Titans against each other to claim beacons…idk - just an idea of a way to tie in two dev goals, plus some PvP for advanced level ones so they can compete, but without it being a type of PvP that would destroy low-level players visiting their regions.

To help high-level players to be able to help lower-level players, maybe adding a way for established players to contract out time to their machine rooms in their shops too, as trades for coin and whatnot. Maybe make the contracts so that customers only have access to craft on one machine at a time for only what they’ve specified in the contract and only what they’re able to craft and have all the resources for in their inventory (so they don’t accidentally get into contacts that are worthless), and it drains their energy instead of the coils (to protect the owners from damage), and only customers have access to take their own crafted items out, so long as it’s within an agreed upon timeframe/price/trade in the contract after the items are done crafting. Both get XP for the contract and maybe each time a high-level player contracts out their machines to low-level players (level 30 and under perhaps) they automatically earn Oort stones from the game…my thinking is it might encourage high-level players keeping portals open and catering more to noobs for accessing these shops/worlds at reasonable prices, encouraging more interaction between high and low level players and helping noobs to get past the stuck point of not having the coils needed to make fun gleam stuff and whatnot. Maybe something like this can go along with the guilding updates…I still don’t quite totally understand all of the guild stuff coming out, but so far it sounds really cool.

For people who want clothes in the game, maybe add earnable epics for specific feats but also based on your character’s selected skill points, such as a customizable/upgradable hunter/gatherer armor you earn for characters with those specialties that adds a random beneficial weapons/axe/shovel with a random beneficial augment when you beat enough meteorites or gather enough orbs on many worlds or something. Maybe the earned one can be named so it’s more special. For crafters a similar custom range of upgradable outfits that increase effectiveness with crafting on a machine when they specialize so many hours on and add enough coils to one, and a namable spanner with a random beneficial augment. For miners who’ve grinded out through so many worlds and various resources maybe they earn customizable fall armor and upgrades include a miner light they can equip on their heads, and earn a namable hammer that gets the beneficial augment as well.

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I absolutely love this game. I’ve played mmo’s long enough to know there are ebbs and flows both in population and economy. I’m in it for the long haul.

I think the game has been great for me because i can really do anything I feel like doing… I also am active with several other players. I join community hunts, and I’m really looking forward to guilds, and any other new content they throw at us.

I’ve noticed the population slowing down, but I have faith it will bounce back after the holiday season…

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Silly question maybe, but what do you use coin for other then for opening warps?
And do you really need those coins to be able to play the game at all?

I can craft, hunt and gather everything myself, the only time when I buy some mats is if I’m too darn lazy to! And yes, that is nice that that is possible, but the thing is, not everyone likes the same things, the reason why someone would need coin is so they can buy the things they do not like to gather/hunt, so why only give coins for 1 specific thing you can do in the game and not for the rest? Doesn’t make any sense!

Plenty of people want to keep their portals open but do not like to hunt, with your idea they get less coin than the people who like to hunt but also do not get oort!

That’s weird and severely unbalanced

I’m all for other ways to earn coin tho but not just for killing mobs from meteors!

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I think this sums up why. Personally i love the business sim aspects of the game and would be very sad to see that removed.

More options for more playstyles is what we should be advocating for… not one or the other

P.s… i know thats not what you said… 2nd half was more in reponse to other comments/general convo this week

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My suggestion for the population issue are :

  1. Speed up the early game speed
    (easier leveling at lower level, easier to find the metals / gems with gold tool)
    For gems u can make the grind rate around (10 - 100 in 1 hour with gold tool)

  2. Keep the same for the mid / end game play style as current version.
    (Better not nerf it, we already miss way too much players in past month lol)

  3. Fix the prestige system / change the warden system / fix the footfall

  4. Announce a huge patch with a lot of “new content” for end game players.
    ( New block doesn’t count as new content)
    Players may return to craft new block, but after a few days or weeks later they will start feeling boring and leave the game again.

Right now this game is way too much for new player to learn, but lack of end game content for experience players.

Grinding maybe some people really enjoy it, but for majority of people this is kind of time wasting.
Especially not everyone in this game has a hard core play style. (some may have job in real life)

And this won’t make the end game players feel more challenge, its more like “annoying”.
I really don’t feel keep doing same thing again and again and again is challenging.

I prefer you guys make the mining becomes more dangerous, like make monsters spawn when you mining at t5- t6 planet. So people need to team up to mine (like 1 man guard and 1 man mine …etc)

Or aoe hammer can easier to cause more mobs spawn at the same time ( like minecraft’s monster block)
so we need to pay more attention during the mining.

I feel those are real challenge, not those weird nerf you guys did in past a few months.

Players base drop means the “balance” direction or some part of game contents have some issue.
As i know, a lot of new players quit after 2 weeks, and some quit after a month.
(Most of them they said its too hard to find the gems, since not everyone go watch the tutorials on youtube or forum)
And old players quit after some huge nerf or system broken ( bomb mining / footfall …etc)

Right now the only way i can think about to boost the population require similar patch size as the 1.0 patch which is the patch when new universe release.
( I know its very difficult, but only this kind of update can make new players join or make old players return.

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I think this definitely hurts the solo player and that should probably be avoided. If we are concerned about players quitting we probably do not need to make one play style more difficult or make it impossible for a solo player to mine on a higher tier world. However, I do think the hunter will track people that are mining and that is being implemented.

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I would enjoy mining being more difficult… if my miner wasn’t forced into being a helpless infant with zero combat skills.

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I think it’s because the developers keep changing things that players like because they deem it too “easy” making this game an absolute boring sloggy grind. Lol

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yeah for me too i quit the game last week, because of plot and prestige wars! ill rather play other types of games rather than battling prestige and plots in this game lol !

Exactly why we need craftable armor in this game.