My usual hourly haul is 20ish rubies and more on a good day; no strip mining though as this particular gem is not made for stripping.
I kinda like this level of rarity here; in my opinion its sapphires, topaz and amethyst that need change as they are too difficult to find - their level of rarity is way off and no fun whatsoever.
Diamonds are typical gems for strip mining as you have large areas free of lava. Diamonds and rubies give me best mining results indeed. I just think that high spawning rule for gems (sapphires, amethyst) has no right to be if there is no world with enough land on spawn-able altitudes.
Simply because Boundless is not a game based on magic, itās a game based on technology. All those machines make sense cuz theyāre highly advanced machines. Jumping, not so much, since thereās no technology involved, just our character.
Also, this isnāt the final version of jumps as many of the other things we have, first it was too extreme, letās see if the current state is good enough or if it should be lowered or upgraded.
Also. āAny sufficiently advanced technology is indistinguishable from magic.ā- Arthur C. Clarke
Let me note that not only swing speed of tools is too high at high levels, but also the placing of the blocks. When i trying to set one block, some times two or even three blocks are placed instead.
And i donāt know what you think about this, but iām donāt use climbing skill at all.
But a soft alloy material is made at an advanced mechanical workstation; to make primitive hammers that have a large flat surface which completely disperses the kinetic energy you swing them with, and somehow they break a much harder materialā¦ (And hey, I do like the hammers, even if they make little sense, they look cool )
Donāt get me wrong, your argument does make sense, itās just that right now, at least, itās a bit of a consistency swiss cheese. But they still have a lot of time, so it is probable that things will make a lot more sense tied together later on in development!
Yeah, thatās true, which is exactly why each of us should keep giving feedback, even if we have quite different opinions on things.
We should form the āI left ārealismā at the warp portalā society.
On a more serious note, if Boundless were to be a game that felt frustrating or too difficult for me to play (i.e. clunky, penalising, slow and boring) I would simply stop playing it altogether, and thatās only a loss for me, I guess, but it would make me a bit sad.
I donāt think that my feedback is any more important than anyone elseās, but I also donāt want to feel like I was ignored because I had a (seemingly) unpopular opinion. And Iām not implying Iām being ignored! Thatās just how I personally feel.
I will use the climbing skill if it feels like it works in a good way; if it feels fluid and easy to use, more specifically.
There needs to be a level of balance. Sure, new players with low stattributes, experience, and equipment shouldnāt be able to survive on high tier worlds.
On the other hand, players with maxed out (or ish) stattributes and experience SHOULD absolutely be able to sustain living on high tier worlds (yes, even the highest tiers. Guaranteed resource-negative scenarios should be reserved for the Titans and possibly other very-high-difficulty scenarios where youāre doing it to get some form of special/unique reward).
Harder blocks (of all types) on higher tier planets is a bad idea. Yes, it would absolutely lead to players farming building materials only on low tier worlds. Harder blocks of SPECIFIC resources on higher tier planets, though, that makes sense. Presumably these would be things like Blink, Rift, and Dark Matter, or gems and titanium (when it becomes worth using) that donāt exist at all on lower tier worlds.
Edit: The Jump-related abilities give far too little return for investment currently. Iām going to take the first tier jump bonus and the climb ability and cleanse all the other jump upgrades, because they arenāt remotely worth it.
Edit 2: No matter what you do with mining, people are going to want to break blocks in one hit or with two very rapid swings, because it eventually becomes tedious no matter what. Two seconds to break a block with maxed out skills (especially if itās just a regular stone block and youāre using, say, a copper hammer) is a very, very bad idea.
rest in peace, arkjump maybe in the future. I believe you can still get a bit of a physics boost on pyramid point ramps but the overall jump has all but disappeared. Not that i expected it to stick around, but it was fun to have come up with the first ātechskillā for the game. Converting skateparks to moreā¦ usable creations now i suppose
I feel your pain, @Arkefyre! I have two dungeon creations that have been effected by the recent jumping mechanics. That said, Iām so glad they were implemented! I look forward to creating more of such in the future, once the changes have settled down.
yeah, i might actually put the game down for a bitā¦ I realized that being level 40 is actually a huge disadvantage going into these ābalance patchesā. I am afraid to use cleanse points in case i need those skills when more things get implemented, and Iām afraid to hold on to them for fear of them being wasted, my characterās tree is already a complete mess, and iād need a full reset of skills to be able to build him the way I want to at this point.
Since its active on testing, we can speak about this again. My opinion: its just a bad idea to have the same blocks with different health on different planets. Yes players will go back to easy planets to mine basic resources, and yes its bad cause the easiest ones will be the starter ones, and high level players will just mine out all in no time giving no room for new players. But no it will not discourage players to live on harder planets they will just go back to low level planets to get the materials to build. Its not a good idea to get the same reward for more work!
We dont level up our mining skills to mine on harder planets for the same things, we level it up to mine more faster. And in the future there will be more different characters, not just miners, but hunters, fighters and explorers, whose will not level up their mining skills, but will go to harder planets! Its especially bad for gem explorers whose will need a lot atmosperic and against-creatures protection, so they will have less mining skill, so will mine slower anyway.
But have a solution: give different type of blocks different hp, so like igneous rock will have more hp than sedimentary, ancient trunk more than twisted, silver seam more than coppper, etc. And make planets match with these, so like starter planets will have more easier-to-mine sedimentary rocks than igneous ones, and harder planets the other way around.
Harder planets need more agressive and strong creatures, more difficult-to-travel terrain, sometimes lava instead of water, and lethal atmosphere. No need for different block hp by different level planets.
Absolutely we can talk about this again. But I want to be clear:
We have a conflict with the speed of mining + the grind of mining + the scope for the progression of mining. Many players reported this, complained about this, and ultimately gave us bad reviews about it. Some players found this a major turn off, especially in comparison to their experience with other sandbox games.
Weāve explored solutions. We tried balancing the mining - but ultimately found that we didnāt have enough scope to deliver speed and progression.
So weāre now exploring another solution which greatly expands the range of block health which is in keeping with the range of creature health. We shared the idea and gather feedback before proceeding.
Weāre implemented an initial version.
Weāll test it and gather more feedback. Maybe itās a great solution. Maybe itās a terrible solution. But itās important we give it a try. If it doesnāt work weāll search for something else.
Ok but be aware that weāll have the same creatures with different health on different planets. So itās a pattern that I think players will get.
I have no problem with players gathering resources on world A and then travelling to world B to use them. If anything this is a good thing as it encourages players to explore.
Itāll also increase the value of the tinted blocks found on harder worlds.
And this is what the proposed system allows. See my post. Itāll allow us to have fast mining on low level worlds and slower mining on higher level worlds.
The game already does this.
I personally think this would be confusing. And IMO will not resolve the issue of giving the game more scope for mining progression. As it is ultimately collapsing the scope of block health into a single world (all worlds will have the full range of weak to strong blocks) which will not allow us to significantly increase the range.
I like that higher worlds blocks tint are harder to mine then starter worlds regular grey/black/sand, and hopefully it come more different stone block variants to mine on higher tier worlds to.
I think most players whose turned off of Boundless because of the mining speed were because they wanted to mine much more faster like in a single player sandbox game and couldnt bear the pace of an MMO like this.
But if you go to a higher tier planet you must fight with the creatures if they are aggressive, but you not need to gather blocks. Anyway I think stronger creatures should give different kind of loot (like with a cuttletrunk now which stronger version gives oort stone instead of meat) or more loot (like a stronger wildstock should give 5 more meat than a weaker one). But thats an other topic. And stronger creatures also give more xp, if this is the case with stronger blocks too, thats something!
I also dont have problem with interplanetary resource gathering and building, but if from planet A, B, C, D and E, 99% of players gather materials only on planet A, even the high level ones, I think thats a problem. But the different tints can work, if every higher tier planet have different colors from the lower ones! But with bulk and mass craft you need less from other colored blocks and can augment them with the normal colored ones. Like for 50 red refined gleam in mass craft you need only one raw red gleam and can use 35 cream colored one for the same result as using 36 raw red.
I think igneous, sedimentary and metamorphic rocks have the same hp, am I wrong?
And I dont think it would be confusing, a new player will encounter some type of rocks, trunks and will know they need different amount of hits based on the type. Of course for this we would need more type, so like 5 kind from trunk and rock.
Anyway thats just my opinion still!
EDIT: I will be completely satisfied if only the same tier planets can have same colored blocks, harder blocks give more xp, AND you cant mix different color blocks when crafting!
I feel that an increased HP on blocks makes total sense.
There will be an incentive for higher players to go mine in starter planets with lower HP blocks, but letās not forget thereās other incentives to mine in other planets too. Increased resources, different tinted blocks and if the game goes as big as I imagine it would go, far less contested resources and areas for mining. If the game is as populated as itās gonna be in my imagination, rich areas for trees, rocks and soil will be mined everyday and wonāt regen as much. Making the players capable of taking higher tier worlds much more capable of having more options. Added to that, having every word have different tinted blocks is not such a great idea, having only one planet with one color, will probably make it overmined (this is just my speculation).
Thereās a common topic from what I see. Thereās an increase in HP for progressionās sake. But many feel unrewarded by that, as it turns out to be the āsameā result for more work. I have a couple ideas to ārewardā players for mining blocks in higher tier worlds. than the ones mentioned above.
Increased drop rate, proportional to the increased HP, there would be a chance for an additional drop. For example: block has 30% more HP than itās counterpart in Solum. Thereās a 30% chance for an additional drop, instead of the regular 1 block drop. Luck will increase that stat (or the attribute related to drops).
Or maybe not an extra block of the resource mined, but an additional drop, just like sap or starberries, that can be used for an special craftable, just like creature totems would be. Maybe for poles or fences, ladders, signs, etc.
Just as thereās an increase in HP, maybe an increase in Exp.