Decay time

That would actually be a plus too, people need to move out of their main area but they do not drain the resource pool too much.

1 week was actually the time we set for regeneration on a faction server I played on once. As long as there is enough space, slow regeneration should not be a problem.

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Indeed. I agree that you shouldnt be camping one spot. But we already have regeneration which will change the spawn of rare materials within certain zones, i find it to be a fine balance for the regen time to be put on top of that. Again if we talk a single person it would be fine. But with too many people and too small an amount of resources a too long respawn on top of that would just make it crash.

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I dont really think the inviromemt will be vandalised people dont buy a game to vandalise and grief they buy it to play it i still stick to a week or month

That’s a very utopic world view. There are people who just want to destroy. They get their fun when others suffer. And it won’t be different in Boundless sadly.

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AFAIK, those can be/are on independent timers

As long as players don’t completely clear out the ground, there will be places for resource veins to regenerate in

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Resources are on separate timers but world gen blocks are not. These are going to be the mass of what people are building larger projects with. That’s not such a worry with the current player base. Once we add a few zeroes to the end of that number it’s gonna become a more serious issue.

I like the idea of things lasting for up to a week. It makes the world feel more ā€œrealā€. On a practical gameplay/design level, I don’t think it should last longer than a day or two.

Best case? : Not even a day, because it’s kinda annoying.

(assuming resource veins regenerate more frequently than regular blocks)

I find it unlikely that players will clear every single block in a spawn region for a resource, no matter how densely populated the worlds become.

As players figure out how regeneration works, they’ll realize that the way to optimize resource spawns is to leave the base blocks alone as much as possible, and only mine the resource

Resource regen is configurable so can be adjusted over time…


I was actually considering strip-mining the hell out of an area just to try and sell the basic resources. Not very profitable compared to gems an such, but people will eventually tire of getting their own basic building resources … especially for bigger builds! :smiley: Although I’m guessing this will not be vey practical in the early game due to weak tools and slower mining.


I’m not really sure whether the resource regen rate needs changing just yet. I guess a more informed decision would come down to how many starting servers there will be at launch, and player populations and dispersal on those worlds.

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I haven’t gotten into this discussion yet because there aren’t really any non-basic resources in the game. Once these are imported, I think people will have more solid ideas on the regen time. Or at the very least I will.

Is it possible to have players rated some how so that those with GOOD reputation are a lower priority to regenerate than players with a POOR reputation?

For example, a known griefer would find that their works outside of beacons are removed much faster than a reputable builder making highways to popular beacons.

I’m not advocating for a player based rating system, which can be vote brigaded, but a flag system that would be investigated by an unbiased or paid game master of some sort (assuming there is some sort of moderation team… right?)

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Should not they be banned from game, or put in jail…?
In some games gm:s jail ppl with bad behavior. :slight_smile:

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THIS would be a perfect solution if possible. Even make it based on play time or level if that makes it easier.

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… And then comes the Hardcore high level full time griefer! :stuck_out_tongue_winking_eye:

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See, my own old server would ban on a first offence. But, in a game like Boundless that’s probably not a good practice since you’re now preventing others from playing the game how they want to, even though it may be toxic to other players. I think for the most part you can control griefers in a different way, but that tangent goes wildly off topic. In short, ā€œknown griefersā€ should be IMO be tracked not banned or jailed.

I agree, but I also think it needs to be something that is not visible to the general player, as this may prompt spiteful players to make false claims on somebody who is borderline. The affected player alone should know their approximate decay timers. Perhaps BEST behavior could have effectively no decay timers, IE several days-weeks unvisited before unbeaconed builds fade where as WORST behavior gives minutes or seconds until decay (among other debuffs and constraints).

Of course, we don’t even know if that is possible with the regeneration programing to prioritize based on player ratings.

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I would imagine it would be a tricky thing to implement!

ALSO just my opinion on decay time. I believe 4-8 days is a good amount of time for a chunk to regenerate fully. I think 24 hours is too little!

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Honestly I don’t think this would have any impact on griefers…in fact, it would just give them a new target - the bridges or whatever built by people with good reputation. But imposing a punishment that blocks building efforts will do nothing against people who like to destroy.

And I don’t think the concept of ā€œgood behaviorā€ and ā€œbad behaviorā€ needs a HECK of a lot more exploration if this idea is put into practice. And even then it seems hard to program regen to be player specific…at least in my mind, don’t know the real code (obviously).

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Yep, I fully agree. That only serves to counter placement grief, not destruction grief. A sort of break speed fatigue would help with that, but who knows. The concept is certainly worth exploring in more detail.

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Yeah… The whole ā€œgriefing vs gameplayā€ is a pain to deal with. A thing that comes to mind was a guy who decided to build a huge wall around his temple. He didnt have any ill intentions but that could be something people would go like ā€œBut he is griefing cause he is making a wall we cant get past!ā€

also as you mentioned. even if natural regen doesnt destroy the roads there will still be griefers. which is why i always advocated for beacons made for infrastructure. but that is another discussion entirely.