Community input needed: system design goals

I think it makes sense for titans to be able to destroy blocks inside beacons, but not the beacon itself. If they can destroy beacons, there will likely be players that just follow titans around and pillage the remains of builds for loot.

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Only three objectives I’m particularly opinionated about.

PvP: combat. must. exist.
Even a soft form of combat where opponents are only K.O.'d or surrender. Dual systems are fine. It’s human nature that of you put weapons in a players hand, they are going to long to test themselves against others. Preventing that removes a huge block of gameplay.

My personal preference is for free, open world PvP where players must accept the consequences of their actions, reinforced with a guild/faction reputation system.

Which is a great segway into…

Guilds!: Remember how factions worked in Vanilla WoW? I imagine guilds working sorta like that. You can join as many as you want, performing tasks for them automatically boosts your reputation, and attacking or killing it’s members automatically reduces your reputation with them. Your reputation with a guild is reflected by the color of nameplates (both yours and members of that guild) and friendly players do not harm each other without agreeing to a dual.

Since obviously not everyone would be allied with the same guilds, an “at peace” or “at war” and “neutral” mechanic could be toggled between guild leaders to make alliances across guilds.

Lastly, Beacons: Yep, they are entirely too safe at the moment. That’s perfect for the current state of the game. But I would like to take some of that safety away. I would also like to add a number of toggles to what the beacon does and does not protect. Namely, I would like to see beacons vulnerable to Titans. It neuters the threat of a Titan otherwise.

Beacons should not be totally exposed to titans, though. Give them a shield that offers protection against a Titan’Titan’ onslaught for a period of time. That way, players can defend themselves and their property, and larger plots have higher resistance to damage. Sounds like fun to me!

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How does that make sense? If I build a cool village/town with my friend and a titan destroys everything I’d probably just stop playing. I thought you’d use a beacon so your buildings wont get destroyed…

It doesn’t have to be all or nothing. Also, not all worlds would need to behave that way (or even have titans) - some worlds can be more dangerous than others.

For example: I’d love to see it where a titan passing through a village/town I’ve built destroys some blocks (say 5-10% or something), and requires some rebuilding. It’s a good incentive to try to defend your builds, and adds excitement.

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Also, wasn’t it mentioned that Titans would spawn in “Titan Bioms”? Sounds like you would be assuming certain risks to build on the surface of such a biome.

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I guess that all depends on whether you’re actually logged on at the time though.

I’d say that would require some mechanic in place that makes the titans travel in almost exactly the same direction all the time (or at a minor tangent each time it passes over the world wrapped edges), otherwise several passes over a beacon at 10-15% at a time could be quite devastating… especially to a large build.

If that’s the case, you can pretty much ignore everything I just wrote :wink:

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I´d like to see something similar to Factions in EvE Online.
By default you are not a subject to PvP unless you (or your “guildleader”) enlists you (or your guild) for factional warfare. From this point on every member of a hostile faction is free to attack you (and your stuff) without any penalty.
Something similar would be neat for Boundless:
Each guild can choose to join or create a faction and negotiate alliances / declare war with other guilds.
Pushing a guild into surrender could yield nice rewards for the winning and penalties for the loosing party.
This way no one is obligated to join PvP but it also removes the need for dedicated PvP worlds.

As long as rebuilding means that I just have to throw some materials into a “Blueprint” that aromatically fills the gaps I´d be fine with titans destroying some stuff.
Cause looking for those 10% missing blocks in a huge build sounds quite tedious.

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This would give people, especially builders, an incentive for hunting titans besides loot. This would also create a reason for titans existing, other than sitting dormant, waiting to be destroyed. The titans could slowly move towards player made structures on higher level worlds (I want to see a titan get raided by hundreds of players because it starts moving too close to a capitol), and they could just wander on lower level worlds. What would happen if you were caught under a titan though?

It would be cool if, since guilds will be competing to be the best, there were strategic points owned by npcs that guilds could take over. While at peace with a guild, you would have the ability to use these areas to your advantage. While neutral with a guild, they would have private access to the area, and you would need to ask permission to enter the point (if you enter without permission, your rep will lower.). If you are at war with the guild, you could either attack players in the area, and once you claim some sort of objective, your guild will own the area. There could also be the possibility to buy out the area from the guild. Some of the strategic areas could be mines (where ores occur more than they do otherwise), Arenas (where you could grind monsters faster), etc.

Defeating other guilds could cause your guild to gain more beacon space and money, while being defeated would cause you to lose that amount of beacon space and money. Obviously there would need to be a limit on how much you could lose, causing guilds to be unable to attack your guild while in a grace period. Once a guild master chooses to go to war with another guild, they would be prompted with a message telling them that this action cannot be undo’d and then it would show the reward/losses that you would receive.

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And again… NPC’s will not take any part in this game.

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Monsters are NPCs, not players :stuck_out_tongue: And i mean with this: Anything what have AI is NPC.

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Not true. Monsters are considered “mobs”. NPC is short for non-player character and is used to describe characters that drive the story via dialog or player interaction (trade, workers, village people).

Therefore AI =/= NPC.

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Sorry, I was typing that at one in the morning and was half asleep. Even though I read that, I still said it :sleepy:

Yeah NPC is AI and AI is NPC :slight_smile: Like i said, anything with AI is NPC and monsters pathfinding requires AI as core feature :wink: There is 4 different kind of NPCs what i know:
1. Static: critters like butterflies what repeat certain animation pattern (in some games like skyrim you can collect them).
2. Hostile: monsters what attacks players on sight.
3. Passive: creatures what either runaway or attack when player attacks them.
4. Interactive: these are NPCs what you can interact like sell stuff, buy stuff, get quest and so on. So there will be no interactive NPCs at all in Official Boundless Universe servers, players will act as shops :slight_smile:

Crafting Systems:

I noticed on the Testing branch of the game, you guys are experimenting with ‘R’ and ‘L’ hand holding elements. Personally I am not a fan of this and feel it is overly complicated. Playing yesterday I could not actually put anything in my left hand and use it. Also I hate using RMB as standard for mining things, LMB is so much easier and more comfortable. I think the old method of having a hot bar is much better.

Construction Systems:

Lots of building blocks, free of lag and less mining time on half blocks / sloped blocks.

Will there be extensive farming in the game? This was one of my favourite parts of Minecraft, to have a sustainable food source and medicine source.

Progression Systems:

Great idea for keeping the game fun in the long-term, 7 Days to Die does a great job with this. Keeps you working towards something.

If you take the term NPC literally, yeah - but that term is typically only used to describe friendly characters:

The term non-player character is also used in video games to describe entities not under the direct control of a player. The term carries a connotation that the character is not hostile towards players; hostile characters are referred to as enemies, mobs or creeps.

¯\_(ツ)_/¯

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Let me ask then what enemy creature in game really is then ? :slight_smile:
EDIT. Could not find answer via google sorry :frowning:

:arrow_double_down: :arrow_double_down: :arrow_double_down:

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Okay i move this conversation elsewhere XD
Edit. to here: What enemy really is?

On the discussion of beacons, I’m also in agreement with them needing to be less ‘safe’. They should stop natural regeneration and not allow other players to add blocks, as they do now. However, I think monsters and titans should be able to damage them, and even players (maybe with a massive nerf).
If players want their builds to be truly safe, they should rent a server (yay, money for Wonderstruck!) and set regen off, and either not allow other players in, or not allow other players to place or mine blocks.

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agree mostly with allowing monsters to damage build, not players though as pvp is neither active in most worlds or planned to be super balanced and as players are not online 24/7 defending your build is literally impossible encouraging minecraft faction server like builds, which are booth ugly and discourage player interaction

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