This is true, but the last time we triggered new planets was back in February and we had 800+ players online.

Off topic, but I do appreciate the fact that people are making comments on what they might change or how proposed changes might affect the game versus turning it into personal attacks or attacking players ideas.

2 Likes

We were watching player counts with someone from Square Enix and we actually peaked at over 1200 players online simultaneously. That was amazing.

1 Like

So there seems to be conflicting opinions on what should happen to at least the home beacon, so lets see how the group feels.

  • A players Home Beacon should never expire
  • A players Home Beacon should expire before 12 weeks
  • A players home beacon should expire between 12 weeks and 24 weeks
  • A players home beacon should expire between 24 weeks and 36 weeks
  • A players home beacon should expire after 36 weeks but before 52 weeks
  • A players home beacon should expire after 52 weeks until some undetermined time
  • A players beacon should expire when either their gleam club or beacon fuel runs out (leave as it is)

0 voters

I vote leave it as is, but I’d really like to see a system put it in place to save items or blueprint the build. The best option would allow returning players to return with something and free up the neglected plots for players that are actually active.

I really feel like the beacon system is one of the best and worst things about Boundless.

2 Likes

Taking campfires as a beacon out of the new player experience is a good idea.

Having beacons last 12 weeks, Gleam Club or not, is way way WAY too long. It’s not a really hard solution; GC gets you 180 days of time to have the benefit of only refueling your beacon once a month while non-GC players get 2 weeks with regular fuel and 1 month with a premium beacon fuel.

It simply isn’t hard to logon to a game once a month, and players shouldn’t have unrealistic expectations of being coddled. There are many reasons cities look dead, but it starts with excessive beacon times.

-Sho

Nothing wrong with the buffer system.

5 Likes

Not sure.

It’s also not known (by players) whether this system was updated for the buffer system which has caused issues. If the system is accounting for 1 of every 5 plots reserved this could get way out of line with (worst case) the system seeing a planet as 20% plotted when in fact it’s nearly 100% reserved…

Considering the state that Biitula was in when a dev posted that “none of the current planets would be considered ‘heavily plotted’ by this system” it could conceivably lock things up where nobody can plot at all, but the system doesn’t see plot load to spawn new planets.

IDK this was mostly discussed when the buffer system was dropped on us. It just wasn’t clear how soon someone would try it.

I think the planets auto-generating is more tied to the active population and not so much to the # of plots or beacons. I assume there are more plots now than there ever have been, but we only generated new planets back when the population was near/over 10000. I assume if a planet is 80%+ plotted, that would have some weight in the formula though?

Well I would hope so, but now a planet could be 80% reserved while only being 16%plotted. That’s what I’m curious about.

In the specific image posted i wonder how the plots are placed, too. If they’re up a bot at least a player can still gather and hunt there. If the ground level is plotted like it is around at least one giant city on biitula it’s useless, you can’t even mine there unless you dig in from the outside somewhere.

I actually had that idea myself about mass reserving using every 4th row, but I never posted the concept for obvious reasons. I think I already did enough damage to the Oortiverse by inventing footfall slides haha.

Still, glad to see other sharp players thinking about mechanics.

Can’t wait to see what the group theme build becomes though!

It was posted within minutes of the system being explained though.

Man, kids these days smh

Good to see the new release will handle this.

At least partly, doubling the plot requirements should cut it back a good bit.