Current gameplay "feedback"

8k experience…oh how I wish I could go back to that lol

Is the level cap staying 50? @james

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It’s an arbitrary number, could be 5, 50, or 500.

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good enough lol

I understand your points and where you’re coming from; but I’ll just say that I need about 250k xp for my next level in total, and I do manage to get a lot of that from mining - but it still takes quite a while.

The reason I liked your post was because I do sympathise with most of your points.

What Karokendo says here is mostly how it feels for me at the moment. It does feel a bit grindy to me, but I expect that and as long as there’s a grind I can do that I enjoy, that’s fine - at the moment I personally think crafting XP should give more XP for more complex items, but otherwise it’s a bit better than the last iteration (that gave a bit too much).

I’ll also chip in here to say that I agree with feats being a bit under-rewarding at the moment, but maybe they’ll make them scale the reward with your level at some point? That would make them much more worthwhile, I think.

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I think the game is very well balanced progression wise.

Look at this topic:

He/she got to level 13 in only 7 hours playing time.

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I also felt this lack of XP back in the first 5-10 hours of playing. Felt like I needed to get soooo many XP just to be able to craft new tools. I guess thats because I got used to the Minecraft playstyle of just being able to get max tier tools very fast

From my experience now so far, I don’t get tierd anymore of farming XP and I like to be somewhat “forced to play the game to progress”. I enjoy (and you sure will) be forced to play other aspects of the game, like farming, building or exploring planets, before trying to get higher tier tools and minerals!

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I’m a brand new player as of last week, and I encountered similar frustrations with the skill points.

However, it’s gotten easier as I adjust to the pace of the game. It was sort of culture shock since I played Minecraft years ago, especially that I couldn’t craft a box to put things in for several levels!! Inventory management was rough, but now I’m more of an expert. I love the amount of planning it requires, and small victories become significant.

Things definitely go faster with a friend, which makes sense as it’s an MMO, and I expect that to ramp up even more once I “find civilization” :wink:

What I do absolutely agree with you on, though, is skill points and how they relate to objectives. I played WoW for years and years, and I leaned heavily on questing to guide my progression. Once I saw Boundless wasn’t as free-form crafting as Minecraft, and you need to level up and acquire skills, I quickly started going through all the Objectives I could. However, I believe they are seriously unmatched with the skill progression. I have been picking up feats in between, but it’s very frustrating to see “craft a lock” in my objectives very early on and after finally getting the ability to craft a compactor and a refinery, I still have to get several more levels before I can get the skills to actually make the things I need for this objective.

I don’t know if more hand-holding objectives would be good or not, but to get “the next” objective and have it been 5+ levels out of reach based on skill points is kind of a buzzkill. I really really like the system, but more attainable objectives along the way in some fashion would help the pacing and I think give it more of an MMO quest flow.

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not sure how fast you can level to the max in the newest version but it definitely should be reachable in 1-2 weeks. in my opinion the game should not be leveling simulator, leveling to the max should not be the only core feature to “complete” the game, leveling should only be the start of the game to reach for the endgame content where the most features are waiting for you and be the things that keep you playing this game many years.

This will be a tough one for the dev team, because there are indeed players like you @Miige, who would like the maximum level to be reachable within weeks - and players like me, that like the idea of continuous progression - something to aspire to.

Before this progression system was in place we had a very basic progression system. I hit the Mining level cap after a week or so, and after that I somehow thought I was wasting my time by mining. Sure, I needed the materials I was mining, but my levels were no longer progressing.

In the end I made another account so that I could continue mining, and still earn myself some plots in the process.

I hope to stick around in Boundless for years to come. I don’t want to finish the progression system within the first two week.

Just my thoughts.

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@james this is something to pay attention to. I have had this experience also, and being more experienced player I managed to do it easier (and before crafting xp was nerfed). But crafting portal conduits is also another “beginner” quest that is way over its level. This is something I’d expect on level 10, not as starting objective.
(I use objective and quest interchangeably cause objective is just so weird to get used to :smiley: )

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We’ll be locking these objectives behind a skill unlock or if you hold an item so you won’t see them unless you have the necessary item or skill. You don’t have to make these things you can buy them from other players. :wink:

There will be a point very early on where you run out of objectives because we’ve taught you the various elements of the game but that’s when the feat and contract systems should take over.

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I think there is always place for more levels and more advanced skills to acquire. What I can agree with you is that it would be nice if average player (not playing 24/7) could reach comfortable level of playing within 1-2 weeks. But to get to the max level in that time I really don’t see the point. I’ll agree with @Pseudonym84, we were doing a big project at a time and leveling alt account mining to max was a 2-4 days work, after that I barely used those additional accounts, there was nothing else to do with them :slight_smile: With new system I have leveled my main to about 35 and now I have started to level alt and I’m at about 7. Main acc got pretty high level until crafting was nerfed, and pace of leveling was pretty quick. Now that crafting is nerfed I find leveling alt account pretty tedious, if I haven’t had almost all stuff needed for objectives it would be extremely slow. I think that at this point game still needs to find a sweet spot for leveling :slight_smile:

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[quote=“luke-turbulenz, post:14, topic:8506”]
We’ll be locking these objectives behind a skill unlock or if you hold an item so you won’t see them unless you have the necessary item or skill.[/quote]

Cool, I like that. Though it may be a little overkill to not show them at all. I wouldn’t mind seeing them if I have at least a couple of reachable objectives, but when that is the only thing left for me to do it annoys me :smiley: (I know you’ll be adding more objectives, just sayin’)

hehe sure :smiley: We did that in Elop, also myself between accounts. I like that you don’t have to craft everything, that’s making it really RPG, kudos for that!

So, from what you say objectives are more like tutorial? After you finish them it’s over?

I have to agree with Spoygg.

Getting to a level where you are “very comfortable” at doing what you’ve skilled your character to do should only take a week or two.

Getting “very powerful” at what you’re skilled for should probably take a month or so of normal gameplay.

As for max level… I’d totally go for max level 500 with current XP gain/required. :stuck_out_tongue: It’s always fun to ding another level occasionally even if it’s been a week or two since the last one and you’re level 1XX something or more.

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Yeah, that’s exactly my point, @Pseudonym84 and me were discussing some high level abilities/skills that could take a few months to acquire like putting down a row of blocks, copying/pasting parts of build, mining 3x3x3 cube etc. These are very very high level and it’s completely fine (in my mind) to work months for each of them.

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For all players, it is all about the journey. Travelling to new worlds to find new creatures, drops, resources, communities and ways to interact with the game which wasn’t available at the start. As long as the journey is fun, challenging and full of surprises the reason to level is to find those new stories, however long it may be.

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That sounds fantastic.

What scares me right now about the leveling/stattribute system is what I see happening when the ring worlds (and moons) actually get their nasty atmospheres. Unless there’s some sort of herbal antidote (immune for X time) or something, leaving the homeworld is going to be an immense hurdle, particularly because you’ll need the max whatever atmosphere type resistance or tons of curatives to survive other planets than the homeworlds.

I’m also hoping very, very hard that we can put in “Air conditioning” or something like that on nasty-atmosphere planets to make our bases safe.

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Yes that was the intention:

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I’ve had time to dwell on this since we came up with a bunch of cool ideas, and the mining one would seem to be a little game breaking. You’d basically be putting the rock market in the hands of the people who play the most. A new player hoping to become a trader wouldn’t stand a chance against a mining giant like that. I still like the idea of super high level skills, though they’d have to be more ‘quality of life’, and less OP.

I completely agree with this. Make the game easy to learn, and easy to get into, but hard to master and reach that ever illusive end-point. It’s a matter of making a leveling curve that’s shallow to begin with, then ramps up considerably after a certain point. It’s sort of what we have now, but it needs to be in a place where players can get their hands on all their basic skills in a short amount of time.

A quick side point on this. Some players simply enjoy chasing levels. They set themselves a goal and head for it - and will in some cases even do things that aren’t fun on their own to achieve said goals. I guess it’s a case of stubborn players battling through arduous tasks in order to reach something nobody else has. I like that concept.

For example, it isn’t fun to grind mobs for days on end in MMO’s, which is why it’s called a grind - but players still do it. In fact there’s a huge market for the grind, especially in many Eastern MMO’s. I’m not suggesting you go that route with Boundless, I’m merely suggesting you keep those players in mind - the crazy people who want to go to extremes.

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Yeah, you’re right, anyway, getting something special is the point, doesn’t have to break the game :smiley:

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