CANCELED: Forging Changes

I Agree its taking way to far, to nerf an new player friendly way to forge(Draining boon) but on same side saying we want new player to forge… wow they sure have fun to deal with negative effects of forging nice!(sarcassm)

1000h+ into the game and yet I have to try forging… I’ve just got so many other tasks that require so much time! :wink:

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This method requires multiple ingredients that are extremely rare drops from high tier worlds and 3000 power on the extractor as well as enough power on the forge to get to 100% efficiency on your tool (most likely gems if you are going to invest that many expensive resources). This is certainly a nerf, but let’s not be disingenuous about who it effects.

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totaly agree if a nerf is needed

( stll dont see the need Devs say we want to make it easier for newbies but on same hand destroying normal way of High end crafting and taking the abbility to forge high end. Now we just have to deal with negative asspects of forging …)

then it should’nt be the death nerf of quirk, would accept a nerf by rounds like you said from 5 to 3 though…

^ this no matter how hard the devs try to push it people are not going to start forgeing wooden tools when you can spend 10 min even starting out to get more iron then you would ever need

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I cant imagine perfect high end items will sell after this, as no one will be able to afford it on the regular.

Not everyone is efficient at mining to make it up in cost for pies plus the perfect hammers, maybe right now we can, but afterwards not sure really.

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or buy an iron tool for 200c which you get afer 1st min starting boundless and mining just iron, copper etc and never touch wood again tbh.

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Because it’s natural progression, and before they changed it, to get most of the ingrediants needed to forge anything of use, you had to be at end game anyways to be able to hunt and kill the most powerful enemies on T5 and T6 worlds to farm their parts, then the better tools to farm all the other ingrediants needed.

Forging was meant to Augment your tools after you’re done normal progressing.

Wood->Stone->Copper->Iron->Gold->Silver->Titanium->Gems->Forged Tools.

Forged Tools were meant to be the end game reward. That you progressed through the game with normal tools, and not you can make better quality of life tools. Tools that hit harder, last longer, and effect more area per hit to help your alts farm the low end tier stuff, and to help you farm the high end tier stuff to keep progressing.

Just look at all the ‘Guides’ and ‘Help’ people say for the Gem Wall. People say use Iron Tools, or BUY a 3x3 Forged Tool. They never tell you to MAKE a Forged Tool, because it was never something you were meant to be able to do before End Game.

Because like I pointed out, if it isn’t an End Game system. What do you do? You beat the Gem Wall, you can now get hundreds of Gems. Now what? You’re already Forging the best tools in the game, you’ve now got all the gems you could ever want easily with the 3x3 Titanium Tools you can make. What more is there to do?

Coils and the Recipies with Power are just fluff, decorations mostly, there is no more progression, no more tools after Gem tools, there are no more mechanics, features, or content after you pass the Gem Wall. You can’t just get started on Forging, figuring it out, and making even better tools, because you’ve been doing that the entire time, and it’s what made the Gem Wall so easy for you to progress past.

So what now?


To put this into Perspective @nevir, It’s like Going from Warp Portals back to Beacons you place around the worlds to fast travel to spots and then running from there to other locations of importance and using Warp Augments to travel to new planets.

To now where being full Portals that are Permanantly in place, and with Portal Hubs linking all the planets, cutting out content and time, taking a long 2 hour journey to get from T1 to T6 world, to literally 2 minute walk.

Instead of getting all these resouces and content to explore, hunt, collect, and experience the game from T1 to T6, you just walk for 2 minutes and now at T6 and wondering “Ok, now what?”


Like I pointed out, It’s taking an end game feature, and adding it to the Low and Mid tiers. It’s no longer End Game. So when you actually HIT End game, what is there to do?


The heck is that? Don’t buy something so expencive. Iron tools should be 150c at most, most closer to 130 or 115c.

Heck, if you can search the trading posts for my shop, I sell them for a flat 100c each. Don’t waste money on expensive Iron Tools.

I realize that many people that are posting in this thread are not main forgers. I spend a lot of my time forging my own gear and haven’t used non-forged gear since release.

The single best change in this post is the one that is quoted above. This fixes a number of issues with the system that non-forgers may not even realize is a problem.

I can’t make a titanium/iron hammer fully forged item without using very expensive ingredients in the current system. Because flex is capped at 100% I have to always use the best, if I want a good outcome. With this change as a forger I can craft lower tier boons and create powerful items at max level which I can sell for a lower cost.

Depending on how high flexibility can get at the end game, a 3x3 iron hammer could be selling for so cheap! With max coils and skills, iron should be so easy to forge.

Where things will be dicey is how the quirks impact gem tools and high end tools that are one hitting on top tier planets. It will be interesting to see.

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This is going to hurt… what the heck is with all the nerfs to things we like?
And why are you removing t4 spitter eyes but not removing lamella’s from the base compounds? You can’t even use a wood or stone axe to break lamellas!!

Forging needs a well thought out pass, not this half-baked random assortment of whatever… While you’re at it consider renaming “Quirks” to “Defect 2” or something, all of them are negative… unless you like to sink.

Also you just made forging more time consuming not more difficult… we just have to sit there and RNG even more. We already have 4 layers of RNG… now you are adding 6?!

I thought you were on the right track with the last patch… was I wrong?

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Devs please address this.

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I just got into forging, and even I was like… “This is OP… I can make a 3x3 1-shot a Tier 6 rock every time! This can’t be how it is meant to be…”

And before this, you are telling me Pure Boon Compounds didn’t take spitter eyes!!! K… that was almost as clear as needing a fix as Draining Boon 2… Forger’s have been taking advantage of a broken system. I don’t blame them. It was part of the game!

From now on, you’ll have to deal with a quirk at least on a 3x3 1-shot hammer. We can all agree that’s not the worst thing ever. Now… just have to figure out which quirk… =P

^Also this. I’m selling 3x3 1-shot iron hammers for 12,000c… and low and behold… no one wants to buy that! This change could be HUGE.

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Since a few people have called it out, I will look into the possibility of feeding reactive Lamella into lower tier worlds. It wouldn’t be abundant on a level 3 world, but will be available for players not invested in atmosphere protection yet.

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I honestly hate this. Quirks and defects are way too powerful and negative and can easily make the forge of a tool pointless. And if you don’t have an option of forging high level tools with no quirks or defects, then forging high level tools becomes pointless and you take away one of the few things in end game that players actually enjoy. I agree with Simoyd, if you do this, please make the ingredients bank quite a bit larger so it at least would be possible to forge useful high level gear, tho at the cost of more materials.
You guys keep trying to balance the game but by doing so you effectively take out things that players enjoyed by making them useless, instead of adding new things to balance it. This is really frustrating and I fear that this nerf may chase off a portion of the already small player base we have right now.
I really hope you listen to some of the suggestions such as rebalancing quirks and defects so they don’t make the tool so completely useless, or extend the ingredients bay on the forge so high level forgers can counteract the quirks and defects while still having enough ingredients to make what they want to make without having to try 1000x because of rng luck.

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Haha…I half want to go buy it because of the cost just as a status symbol. Put it on display in my in-game house as a piece of art.

lol. It only 1-shots Lvl1-3 planets. It was meant to keep the cost as low as I could get it. but seriously… if you have 12k… you’d probably have 20k and just spring for the gem

Understood you’re on an aggressive time table but making sure the resources the worlds are located on coincide with the tier of gear weapon were talking about enhancing here and making more beneficial for new forgers or lower tiered players in general, this would be a great QoL unless you guys just feel it’s a total non issue right now. If that’s the case I’m sure between the release you introduce these changes with and the next after that will give you plenty of time for player feedback and you’ll be able to make a more educated design choice with more specific feedback.

I’ll feed back more comprehensively on what I would like to see tweaked about the forge later but this particularly caught my eye.

I’d rather you nerf the catalyst that lets one sidestep the downside to these.

I neither ignore them nor use them with catalysts - I don’t hunt meteors apart from occasional solo which may or may not succeed (see prior thread) and I can’t afford to buy creature trophies. I use them as I imagine they were intended - a boost you use occasionally with an effective downside.

By adding Quirk points you’re tainting them with a probable negative effect. This is bad in two ways:

  1. See comments by others previously in this thread on numbers of deck slots and ingredient priority (and thus possibility to negate the Quirk)
  2. See prior thread(s?) on how Quirks are not Quirks but almost exclusively rebadged Defects

This means I dump them and they go in the disregarded pile with Unstable Compounds. An item that can’t be used 50% of the time, makes you jump and die or other unfavourable effects makes them effectively useless and thus they are destroyed.

The quirks just add to the other RNG woes in the forge. It’s scattered across the process: will I get the boon type I need? the boon I need? The points roll I need? The points going into the right boon? Will the slider hit 99% again when I have a boon points bar that is 98% full? and so on and so on and on and on and on and on.

For a game it’s unusual to see so much of a player element be handed over to sheer luck/pseudorandomness. There’s so little skill involved I don’t even feel satisfied when I successfully forge what I intended. Even making the points slider something you have to hit like in Golf genre games would be an improvement. Anyway, I digress.

I think the problem is more with how powerful the catalyst is & would prefer that changed. It’s not just in this situation that it is useful either.

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My favorite is the bouncy one. it kills you because the poorly implemented physics system doesn’t know the difference between jumping and bouncing.

For the love of god… if you think forging tools is too easy… solve it in a sandboxy way… make us go find a rare ingredient or kill a creature or something. WE DON’T WANT RNG ontop of RNG.

Also why do we have to sit there waiting for quirks to roll before the interface becomes responsive? This just adds insult to the new injury.

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I dont think the devs intended you to be able to make super powerful gear without some sort of defect or quirks on them.

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