Are the devs working on a update?

Do you know their work experience history or are you just speculating wildly?

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proof me wrong 1st about how boudless has been handled in the last year good or bad ?

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Something to think about:
You spend money in buying gleam club/Sov world and add ons.

What will you do if they shut down the server?
(Like example: shut it down tomorrow)
Not like your going to get credit back to your bank accounts.

Just a thought!

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Yeah, that is a fraud lawsuit waiting to happen.

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Read the fine print for sony, Not responsible and you play at your own risk.

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Problem with Boundless is that the world has long since moved on. Other games have filled most of the niche mechanics that Boundless originally filled. It is restrained by the limitations of an obsolete console, insufficient server capacity, and zero planned promotion. No amount of updates will fix these problems.

For Boundless to modernize, it must get out of it’s Sony contract. Why? Because the game engine is literally crippled by the obsolete system requirements of the PS4 system. The game can, and at one point in time DID support double the current max render distances. Its double selector wheel is clunky compared to the hotbar selection system it had in prior versions, a system that modern voxel games still use and have vastly improved upon. Lighting systems were previously more robust, as can be seen in old screenshots. Patches and updates were more agile, as there was no need to wait for approval from Sony. By the standards of modern games, Boundless is stuck in the stone-ages. I’ve met many friends from PS that would have never discovered Boundless otherwise, and I am glad they are here today… but there is no denying that the game is held back from it’s true potential by its Sony contractual obligations.

Then there is the issue of server capacity. The very design of the game’s connected worlds has a fatal flaw- you can open so many worlds on new servers, but popular planets at the core of the community can only support so many people at once. As people form communities, more people congregate on a single server and their experience is impaired by that communities success. Kind of a big deal for a game built around communities. The success of the game literally strangles the game’s most successful players and their communities.

Only after solving the previous two massive issues are resolved can Monumental attempt to tackle the third issue holding Boundless back- Awareness. Fortunately, this is an issue that can largely be solved by throwing money at it, at least initially. As a live service game, it’s long term success is greatly dictated by the pace of new content and continuing community involvement. The more people learn about the game, the more demanding the need to satisfy a growing community. An MMO… a successful MMO is a costly and difficult venture to maintain. Player churn is common, and new players must be introduced to the game all the time to keep population up, which raises demand for live service interaction, server capacity, performance, etc. Is Monumental even ready to handle what a successful Boundless would look like? Hell no, not at the moment anyway. Not even Wonderstruck was prepared for that. It will require a far larger developer with experience managing a successful live service MMO to bring Boundless to it’s full potential… and frankly, no such company would ever want Boundless.

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The most I would lose would be a few weeks on my sovereigns and 6 months gleam club. It’s a ā€˜risk’ I’m prepared to take because I enjoy the game and can’t be bothered adding beacon fuel to my beacons. It’s called disposable income for a reason.

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@Havok40k

Granted Minecraft runs in Java … and it has similar issue to Boundless only very robust servers can handle large amounts of people without horrendous lag. The only benefit MC has it has the console versions which is not Java along with the PC ā€œupdatedā€ version. Point being … MC is successful was successful with the same issue originally.

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Hahah. I was wondering why you were repeating something that I agree on but it seems ā€œlackingā€ has two different meanings: absent and inadequate. I was using the second meaning while you probably thought I meant the first one. :laughing:

So yes, I agree the game is a MMO, I also think the multiplayer aspect is inadequate and could be improved, not that the multiplayer aspect is missing.

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Not all are on console.

Also if they add content unless Sony has specific language in their agreement. It does not mean any new content has to be in all versions of the game. There are games out there that have content that can only be used with individual versions. Sometimes it is as little as unique color variations only available on a certain console etc.

So, the world engine here, is a real issue.

It’s a very tight, efficient piece. The entire game was, from the beginning, a showpiece for some technical prowess. I mean it was - from when I was reading articles that don’t even seem to be on line any more, an accidental success. The contracts they got into after the crowdfunding phase forced them to also, basically, rewrite a game that had been developed for years in what - a few months?

Anyways, it’s an entirely hand coded, very efficient (for what it is) piece of software, and it’s not something that you just fire up visual studio or a game development platform and twiddle with. This exists above and beyond any issues with the clients.

And their development philosophy - I’m not sure how it started - got turned around a bit IMO. Maybe it was just that they weren’t really a games company anyways. Anyways there were literal years on development of complex internal systems and controls that added, get ready for this, absolutely nothing at all to the gameplay, in any way. Technical flex.

They should have just hired one or two full time mods. But they didn’t. For some reason James had to do EVERY THING. Just a side note.

For those who aren’t aware, each world server is a 100% standalone thing. It was made clear through conversations with both James and Aenea that this was a hard target, there was no plan to change this.

Their released APIs completely missed the target users. Thank god we had a couple of skilled individuals around willing to integrate something so low-level out into usable websites. And at that phase, how they did it was so backwards. I’m sorry, It was stupid.

Anyways I don’t know if they’re contracted to retain PS4 compatibility or not. It probably doesn’t bar them from taking advantage of PS5 features if they wanted to. I don’t know what info people posting on this thread might have. A client that recognizes it’s platform is not unheard of.

The thing is though that to get ā€œgoodā€ boundless devs, they have to have a team that’s coding at low level, on various hardware platforms, with very little in the way of toolkits and to add to that there is other ā€œshowcase techā€ like a lighting system that’s calculating in some esoteric color-math, etc…

They can’t just go hire a cadre of random ā€œgame devsā€ and toss them the code. Not without considering a re-write, or investing a lot into training those people further into a combination of both esoteric, and in some cases out of date (or just out of fashion) stuff. And, ehhh, nobody also wants to train their career backwards. They will but the smart ones will demand compensation for literally wasting not their time, but their efforts, towards future career advancement.

So there might be some gems hiding in the works. Sometimes individuals have skill they are not using, etc… and they might stumble into some useful talent through these acquisitions. But unless they’re planning some deep, core changes to how boundless is built the majority of this stuff isn’t going to bring them boundless-specific talent.

People can say all they want, I know I don’t have all the info, I doubt anyone active here does and of course we all love to speculate. But it would be foolish of them to start cultivating this until and unless they have full control of all IP and contractual channels.

It might make the tens of people still playing boundless happy. :man_shrugging:

They said they could run the servers a long time. People are saying things around the forum like ā€œIf I knew the servers would stay up another year I would playā€ but some of those people, and of course many other people, have been saying that for what? 3 years now??

There are massively other problems in this community, and don’t forget that at all times since, hmmm, late 2020 or so we have had one or another group of people here actively pushing old players and driving new players from the game. That is very real. People with hate for wonderstruck (but not boundless) that hurt the game tremendously before monumental picked up the broken thing and said they would keep it alive until they could try and do something with it.

And now that is starting to get turned onto Monumental. I understand that several of you would rather kill the game than watch it struggle. I wish you wouldn’t but, there it is. I’m not sure if people are really thinking through their goals and motivations on this behavior, at all.

There’s nothing to report. There’s no report. That’s because the driving point of the current status has not changed.

IDK, I have to go to work. lol happy speculating. They’ve honestly made themselves pretty clear.

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March Marks 1&1/2 years it is a mark many have said that by then there should be some kind of statement of progress in transfer or movement forward in the game. All that has EVER been said is it is still in process. Other than that silence. There were over 320 sovereigns a year ago, today there are 235. Like it or not the Silence is slowly killing the game. People need a reason to be optimistic about the future of the game but there has been nothing to do that for them in 18 months now. Just the slightest update announcement would go a long way.

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They said a lot more initially. Monty said: [quote=ā€œmonty1, post:43, topic:61759, full:trueā€]
It’s going to take a while. We have lots to learn and we need to build a new team from scratch. Just fully transitioning the game may take months.

We’ll keep you guys in the loop but I don’t want to set unrealistic short-term expectations.
[/quote]

There is a difference between reporting only when we have something to report no matter how long that takes, and keeping people in the loop. They haven’t kept us in the loop because we have things like:

How long does it take to transfer a game? I’d have assumed someone who had already acquired other games (Mythgard and Crowfall) knew what he was talking about when he said months - and that was quickly revised out to ā€˜at least a year’ Do we know if the game is still genuinely in transition? One of those other games they took over has been closed and developers laid off. In lieu of being kept in the loop we are left with silence and speculation. Meanwhile the game is haemorrhaging players who would have otherwise stuck around long term. There is still so much to love about this game, but sometimes logging in is bittersweet. I find myself looking around and taking screenshots in case I never get to see this again. Communication doesn’t even have to be anything tangible. @monty1 or @Tiggs logging in and saying once a month - "interminable transition is still chugging slowly along " and allowing us to interact, even just to give our condolences, would have kept a lot of the players I’ve spoken to, and would have bought back some of those who waited to watch what Monumental would do.

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Can someone translate this into normal English or German or Dutch , that would make it easier to read.

But Boundless is a single shared play space. Both console and pc players are using the same version of the game, with the same game engine. There is factually language in the contract that required parity of performance. To achieve parity, the pc version is artificially restricted. I have no idea if the PS5 adjusted those system limitations, because I’ve never spoken to a dev first hand about it.

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Thanks this makes a bit more business sense than some of the random comments.

If they can require that across all clients contractually, that’s a big deal. Honestly I’ve only ever seen that discussed as ā€œnot fairā€ and in similar terms, but I wasn’t here until after release.

It would be nice if they would allow some more access to PS5 level performance and it might help push some ps4 users to a ps5 :rofl: At that point (just sort of fantasizing) we could maybe match the PC to that instead.

I don’t know if that would be allowed anyways - I guess there would have to be someone developing for the PS5.

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Yeah they have to Port for the rest once they make it for others.

And in why the question was made.

Thank you for your extensive post Nighstar.

I think you are spot on about the game engine. Originally it was an open source engine based for web. I think the GitHub repository is available. I’m not sure how much the game engine is still the same as it it now running on multiple plaforms (pc, mac, ps4). You can see the web origin, as a lot of files are json optimized to messagepack. I agree that finding developers is hard in the current market, especially a complete team that has to work on an uncommon game engine.

If I remember correctly Wonderstruck was working on a game platform with an open source engine. The platform was called GA.ME and Boundless was a prestiege project for the engine. Showing off what the game engine could do and it was very successfull in that. Maybe that’s why they never planned marketing efforts at all and went to find a publisher instead. I think you can see the platform as something similar but way smaller than Kongregate. And now I’m going to speculate, it could be that Monty was more intrested in the platform + engine combination, than in the actual game. Given that Wonderstruck was running out of money, devs where leaving and most of them went to work on BG3, it made Wonderstruck and/or it’s IP’s a candidate to be acquired. Monty came along and found this gem of a game and bought it for a fair price.

The current state of the game is a bit sad, me and some others had higher expectations than where we are now. That is myself to blame, but also a bit on Monumental. They managed the expectation that it could take a few months, which is very fair to me. But also mentioned something along like keeping us in the loop. However, we are missing some openeness as status updates are scarce. I think it would have helped if there where some status updates about the game, small or big, good or bad. It could be something like: hey, we are still working on getting everything transferred and we are debating some early life support, or we are having a hard time getting a team of devs together to work on the game. Or something like: we have finished the transfer, but we are currently working on something else, but we will keep everyhing ready and still have plans to do X for comming quarter. Bad news would be sad, but still an update and would keep the community alive. The lack of any actual information makes this awesome game feel abandoned, while it might not be.

I still have high hopes that some they Monumental will get a team to gether to give Bondless some love and new features. Or heck, even a Boundless 2 on a more commonly used engine. All we need is some opennes about the status and where the game might be going.

So now, there are probably no devs currently working on Boundless and we have no idea what Molnumental is going to to with it beside trying to keep the game running.

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Normal English fish-out :wink:

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