Crafting Times Reminder

(O.O) is that Eve online D: those times boop!

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That it is… fun game.

Warframe had some lengthy timers too.

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It is, thou the example I linked is on the extreme side. Building most things in EVE takes a modest amount of time.

At least Warframe has an app you can cycle your crafts from/get notifications when stuff is done.

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Hey all, I’ll be back in a few days when my coal is done crafting. Until then, stay Boundless!

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I hear that a lot people set there stuff to craft then they go play something else. It’s hard to beat a game that you can just pick up and play.

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Long crafting times allow space for power coils and buffs bonuses there, which otherwise would be insignificant.

Still, I always had a feeling some stuff takes waaay too long (like chests and glass for example), but this kind of thinking on my side is completely arbitrary and subjective.

One thing comes to mind too here: long times (especially when you have full queues in machines) make you come back later the same day (or the next day), even if only to pick up the crafted items. smart, huh? :crazy_face:

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If you had to wait 3 days for the checkout clerk to put your grocery’s in a bag after you paid for it would you wait?

If you had to wait 3 days for your pizza to be cooked would you wait?

If you…… no you wouldn’t becasue it’s just stupid lol.

Point is the % of players that play for the nonsense timer mechanics are far less than the % of players that play for the creative outlet.

Living things do not want to wait for anything…does your dog wait to be told to chow down when you give it its food? Does the guy next to you wait for you to get in line to be served? The point is we spend all of our time trying to reduce the time things take to achieve a outcome in every aspect of our lives IRL, so when a game specifically is designed to go against the very thing no one tolerates seems sadistic by nature.

Whilst no one can prove the player count has reduced due to this, I can be :100: % confident in trusting the fact that as humans the one thing we all have in common is TIME IS EVERYTHING and no one loves waiting for anything.

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Nah, I’ve since filled the niche that Boundless once filled with my own Modded MC community, and Boundless has matured to a point where I feel that it is prohibitively difficult for a returning player with my particular play style to succeed and thrive like I can in my existing community. Along those same lines of community, the community I brought with me into Boundless has long since lost interest in voxel building as a genre in general (we are crushing it in MWO rn!) so I dont see that happening either.

Lastly is the matter of moderation. This was always a sticking point for me, and one I attempted to tackle myself while I was a “leader” here. I even applied for the community management position while it was open. This game needs a human touch in moderation and conflict resolution in game and that requires paid staff who can make tough and prompt decisions that are bound to upset a subset of players… I imagine a number of existing players hairs are standing up on the back of their necks at the very thought of that, but I believe it would be healthy for the great majority of players. That will never happen though.

But, to your original point, if both of my above reasons and prior stated points were somehow resolved tomorrow, would I return with the existing crafting timers as they are? Possibly… but I would complain about it the whole time!

Edit: the point I somehow feel I still need to clarify is: Even if Boundless were otherwise perfect, crafting timers would still be my biggest gripe and contribute to me quitting the game again at a later time.

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I don’t normally involve myself with these types of discussions but since it keeps popping up on radar, I’ll throw my 2 cents in as well.
I completely agree with @Dhusk. There is not a single reason you could tell me that would explain the reasoning behind crafting times. If Crafting times are only in place for player economic reasons then we ******. Because there is no player economy. There are not a ton of players to create that economy. I live a full life, work for a living so when I play I want to be able to control what I want to do and sometimes I log on to do what I want to do and then handcuffed by crafting times. Log off till the next day. Then I go play something else or get back to life. I just enjoy chilling in Boundless. Building and crafting are the two things I Love about it. But crafting times make no sense. @majorvex had the best idea I have seen in a long time on how to resolve this. But unfortunately I believe that there will never be any changes to the game so we must just take it if we want to continue to play the game we enjoy.

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I think the idea here is that these are intended to be top-tier luxury items, so having an extensive crafting time makes sense.

You don’t wait at the checkout, or for a pizza. You wait at the factory.

If you order wholesale goods from a factory that doesn’t keep stock on hand, you would likely wait more than 3 days.

I can explain it, even if you don’t agree. It creates economy, and it creates logistical problem solving, a machine tending minigame, and lays the groundwork for automation.

I think this here might be one of the reasons I don’t struggle with crafting times. When I’m playing Boundless, it’s because I live and work there. I log in and I do what needs to get done until I log out. In Boundless, I don’t go “I want to build today”, I go “I want to work on this sculpture today” and then I go shopping, crafting, color hunting, whatever it is. I don’t care, I enjoy them all. Sometimes, a project will have a bunch of different options for what to do next “should I craft all the gleam stuff, or gather X color stone for the marble?”, and then I’ll play the part that I want to do at the time, but that doesn’t happen often.


Before someone else gets mad at me for defending the system…
I don’t have a solidly formed opinion on if this mechanic is good for the game overall. I do have a solidly formed opinion of why the mechanic exists and reasons it can be considered a good system.

This system being a good match for the game overall, and especially the game in it’s current state, I don’t know.

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Ooh Ooh I got one if you had to wait for a Forger to forge you a sword I would have no choice to wait 3 RL Days But Food should take less time Boop! Hahahaha

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:fearful:!

Just wanted to say this….

I neither agree or disagree with removing craft times or shortening timers but.

The main thing i do is start the machines and mostly forget about them like @majorvex mentioned above.
That said do the craft times bother me? Yes when i need what im crafting. But when i play i rather buy the mats and continue building then spend time on gathering so i can craft.

Would it mean ill craft more when (or if ever at this point) craft times are reduced or removed…. Probably not. But some craft times are a bit much….

That said…
If this is an easy fix/patch to change times then im all for it but if it’s more like a full overhaul….
I rather have the promised content finally come to the game before an other quality of life update with a few new blocks and or recipe’s.

:wink: just what im thinking :wink:

:thinking: Perhaps it already does. I don’t think the current “balance” helps though. I do think it’s excessive for a game that’s being marketed as a Sandbox MMO and not a fully-fledged hardcore MMORPG (where longer crafting times would be expected). Should it take a max level player over 3 hours to craft 50 hard coal blocks on a fully adv coiled machine? IMO, no. How long should it take? I’m not sure, but 3-5 minutes per single block seems a bit much for a sandbox. Maybe this is what keeps Boundless in it’s niche space - - - not enough modding/mechanics available to players for it to 100% be a sandbox (ie: Minecraft), but it’s 1/.2 way to an MMORPG (but missing many things for that too).

100%. :point_up_2: for an MMO with real estate and real players interacting with each other, absolutely.

@Redlotus The two main things I’ve seen NPs having issues with (when I’m helping them) are not seeing other players and understanding the plot/beacon system. It’s interesting to watch NPs on youtube or streaming - they usually get frustrated with having to hit resources so many times to collect them (this is something all NPs have to deal with when starting most games though.) The sanctum usually confuses them too, from what I’ve seen.

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Unpopular opinion, I quite like the crafting time mechanic. Yeah I will agree some of the crafting times are a bit much and could do with reducing a little but not remove them.

If you want to craft in bulk you need to setup a factory to produce what you need. If it bottlenecks then expand to alleviate it. You might not like this but it’s a fact unfortunately. If you refuse to expand and not make life easier it’s not the games fault or the mechanic of the games fault.

I’ve never had an issue, I manage my time and I’ve always expanded if it didn’t feel enough. I plan my builds, day and always think ahead. I think this is intentional.
If I have to wait I’ll go do something else. I tend to put my big jobs on over night and spread out over multiple machines.

I know this probably won’t help, and probably won’t agree but it makes it so your time is the highest commodity in game and that it’s precious.

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Last time I looked we don’t have replicators, The process of building a pizza and it’s materials goes well beyond buying and cooking one, Just because you the consumer aren’t exposed to the wait times and the whole process, doesn’t mean the time and process is non-existent.

Pizza requires pizza dough, which requires flour, flour comes from plants which require time to grow. Which is just one chain in the process.

If you wanted to make a Pizza from absolute nothing, it will take time, but you are taking the shortcut by trading money for other people to put most of it together for you. The same concept can be applied to wait times in Boundless. if you want to put something together 100% on your own, it might take some time, or you can buy it just like you can with a Pizza.

EVE online is also marketed as an “Sandbox MMO” but it is also a very hardcore game aswell.

However I do not agree or disagree with how timers in boundless are handled, I am used to long timers from my EVE online experience, but I also feel timers in Boundless are kind of pointless because you can scale up how many machines you have to reduce the timers of mass queues. So at the end of the day I don’t really care much. I however do not think the queue time is a “problem” in light of the other more pressing problems the game is facing at this time.

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Many pizza doughs take actually take a day or two to make, depending on the desired crust type.

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Agreed… while I was critical on the example and certainly and willing to accept the Developers decision around this and focus on balance changes, I don’t disagree that a better approach or some changes should happen.

I’ve pushed for them opening up all colors and definitely for more “builder” experience that feels better since that is the major draw for players. There is a grind that made sense as a MMO (maybe) but that plan sort of fell through and I feel that easing some of that is better for the game in the long run versus trying to forces the MMO stuff.

I’m not sure what I am dodging here… The Devs made their design decision and there isn’t much on the “other ideas” being presented that could be fit into the larger design they had. So I kept it back to the reality of the situation - balance. Anyone that has seen the Dev response to complains knows that “balance” is a common expectation from the Developers versus holistic changes to the game which impact many parts of the game which would then need to be designed.

Vex’s idea is interesting but doesn’t cover how you are going to balance those people that play longer time or can deal with anything on a “work = effort” dynamic. Tons of crafted resources are being introduced by this. Are we also going to now limit “timed buffs” to a few minutes because we are going on a “in game day” time scale versus a real time scale?

What in the game is REALLY mapped to “game days” and what is not. How do we decide what changes and what doesn’t. Right now I can only think of the “sky” that is linked to the game day and nothing else (maybe I missed something). But if we aren’t then you are asking for a whole host of changes to map back to that which will require a lot of work from them.

Lastly, what real value do you get out of that and will that improve the game or not and solve the larger issues? These are the types of things that will need to be address and provided to James and the developers for them to actually consider the change to anything else beyond “adjusting the time a bit for a better balance.”

So I still am not seeing how I am dodging anything by being realistic. I’m not happy with some of the crafting times and completely see how others don’t like it either but I just deal with it because I understand the larger challenge that is faced by attempting to change it beyond a few minutes here or there. Hence why I focused on balance and why we should suggest a realistic time change not pie in sky stuff.

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I wish I could find the post from the dev that explained the reason they added the crafting times. I am sure someone knows as I just posted in another thread but I cant find it.