Sorry I didn’t mean to generalize.
I think overall your post completely outlines the problem we have. One decision can affect another which means there is no easy way out.
If we did the suggestion I quoted I would probably opt to have it reversed. 95% to those finding the stuff and 5% to the person leaving.
The best suggestion to solving both sides of the problem that I have is to allow people to have customized sanctums (non-cubit or payment required) and allow people to have a “set limit” of storage that is linked to the player’s account. That way those that leave could at least maybe save the stuff they feel is most critical to them. But before I could finalize on that idea I need to know more information from James about the details on how characters are stored in the database and other technicals.
If beacon contents were to go in to storage for a players possible return, we would need to most likely lose the scavenging aspect of the game.
To make up for this, what if random ‘regening builds’ could be placed randomly for players to find. It could be like the meteors and encourage exploration.
So first I guess this would be storage above what they have for their personal inventory and on their alts inventory. So if that is not enough, if I am understanding, you want additional storage to be used if you are taking a break from the game, but not to use while playing the game?
1 - The developers need to set a minimum time the items are in storage or what we really are doing is giving all players storage in sanctum.
2 - What is enough storage (or what would hold all my high value items) for me versus someone with 3000 hours or someone with 100 hours in game is different. So if they allowed for the equivalent of 2 storage blocks is that enough or is it 20 or 200? Ok 200 is probably way too much but where is the right amount?
3 - So how long do we let the storage last? Why should the developers have to store this data forever for someone not contributing to the game either financially or though participation in the community? Is 6 months long enough is 2 years to long?
I think even if they decide to implement this, they are not going to make players happy. I think they will always want more time and storage not matter what is decided. It is a no win no matter what they do.
Personal Sanctums…interesting…
I understand where you are coming from.
I personally like the idea that my builds are perishable. I maintain them or they fall to ruins and then dust.
I’ve moved my settlements 3 or 4 times now. I take what’s most valuable and easy to recover. The rest the game takes back.
If I decide to take an extended break uncertain if I will return, I will take what I need to start fresh and let my guild replot my beacon or not as they see fit.
My machines and coils, gems, tools and fancy building materials will easily fit on my alts inventory. The rest I can easily replace.
I just dont expect the game to let me pick up where I left off. World regent is a deliberate feature that differentiates boundless from minecraft. If you got used to permanently having your stuff in minecraft, well…this game isnt like that and it’s not a surprise.
I would see no reason the feature could not be used for all in game.
Again I would need more details on the technical aspects of this and how sanctum interacts with the game since it is a different space that the worlds we see. Additionally I need more details on characters being stored in the database. I already alerted James that I want to discuss technical aspects of the game on my next call that might relate to this before I could decide whether I would support this feature or not or the specifics of what it would look like.
I am just summarizing so I understand. . so what you are asking for is additional storage beyond what the player has now to be located someplace they can access like sanctum ( I do not think you said sanctum as the location but that makes the most sense to me). Our current character inventory does not go away if we do not play in a year so you want additional storage with the same characteristics.
It will be interesting to hear what James thinks
Yes at a base level it could be characterized as increasing that space. Of course I increased the scope into a personalized Sanctum because of the new technology they have and other game play aspects that could come from this feature.
But the whole idea could fall apart quickly based on how the technicals play out. I won’t support anything that isn’t smart technically first. Then the question comes in on what is fair to allow and not allow and how that could impact current game play.
I do not want personal responsibility to keep beacons fueled or the expired beacon game play to go away so will be careful on how this could influence those things.
I had said that can set a countdown for the “huge storage”, when player returned, he will get a announcement to mention him should handle those items that in huge storage, before the countdown to zero.
Yup, and I’m saying that it’s exploitable by people still playing, as a way to pack up their base so they can move elsewhere - bypassing all of the normal game mechanics. That’s why further down in my post I suggested that not all items are given back to the player and a precaution against that sort of behavior.
Seems like a good idea to make easier in my opinion.
Mine craft deleted my stuff many times over when it was young. If I play on a server with other people and I quit for a couple weeks, I log in and all my stuff WILL be gone, and has before.
edit:
I honestly don’t understand this part. Boundless’s strongest allure over other voxel games is that it is a MMO connecting people from around the world. If that isn’t a feature that interests you at all there certainly are other voxel games that likely give you what your looking for.
I feel compensation for returning players is too slippery a slope to explore since it will be far to exploitable and undermines current mechanics in the game.
Incentive on the other hand is another fish entirely. Returning players could (if they have not played the game for say 60days or more) could receive 1month of gleam club for free if they come back. This means by them logging back in they get a month of free fuel (assuming they had anything still fueled), they get the “premium experience” for long enough to decide if they want to come back or not.
It has been said that the beacon fueling has deterred new players from trying the game out. Although that is not what this thread is about so I’m going to ignore it for this next point. If someone has left the game, just coming back to it does not give wonderstruck anymore money. They have to either buy cubits, or gleam club to further add revenue to the game. So just giving them free items, or storage, or not actually letting it truly regenerate (go wild in the world for someone else to loot) do not encourage the player to actually spend more money on the game after they have already bought it.
This is a “Buy 2 Play” Sandbox MMO, the team by default only gets money from new players not returning ones. So if they want to provide incentive for returning players that incentive needs to encourage them towards the optional additional services for the game.
Anyway, that’s my 2cents on the matter.
Probably played on a server that didn’t allow permanent builds. I can load up my own server in Minecraft and play any time without worry.
Not if those returning players then use the cash shop or recommend the game to friends. Their presence boosts player counts which would attract more players too.
I played on a public server, which is what all boundless worlds are currently. Private worlds are coming eventually, which you will likely be able to “turn off” beacon expiration on since it is a private world.
I said default. Outside seasonal items on the exchange, there is nothing to entice a returning player to spend more money currently, and that doesn’t change if you let them keep everything they lost by quitting.
I have NEVER dug around for “how many people are currently playing a game” before buying it. I look for if the community is active, engaging, but not “are there thousands of people online at once?” This is coming from a person who plays almost exclusively MMOs and multiplayer games.
I have invited lots of people to the game, only my wife has joined me. Beacons, fuel, your builds going away if you quit, none of those things have even entered the people who I have invited minds. They have only been concerned because other voxel games (cubeworld, portal knights, and others I didn’t try but they did) burned them and they don’t want to pay more money on a game they don’t think is complete (all features on the home website are yet to be implemented).
So if you want to entice new players your minimum is to put all the things you say your game has on your home website first. That is a tall order in this case, so I don’t feel the devs need to put time into a “item retention system” until all the things they say the game has are actually in the game.
As a returning player I do enjoy buying plots and buying gc and I already got plans to buy cosmetics for all my alts. So for me I do buy stuff and there is enough as is for me to be happy on that front. I coudl always wish for more but I am content with the shop as it is so far.
Honestly imo it depends on the player themselves. You could have a few things and they would buy it all or could have a ton of things and they might buy none of it. The gray area of persuasion with shop content does have its uncontrollable variables i.e. the player.
That sounds like it could be an attractive feature.
I wonder if it would sell?
Would people pay to have all of a beacon’s blocks put into some type of storage they could then take somewhere else to use?
I’m at least thinking I might…
That made me wonder if it could be sold like a different option to gleam club…
“ I see you didn’t buy gleam club…or even if you did, it is only for so many months, would you like to buy beacon insurance? In the unfortunate event you forget to keep your beacon fueled, beacon insurance would store in a special storage facility, all your items you worked so hard to collect. Then when you of course return later, your items will be available to you to help you rebuild!”
I thought about automatically doing it for people, and offering it when they return…but that didn’t sound to good. I imagined the sales pitch going like: “hey buddy, I notice you lost all your stuff. How unfortunate, but I may know where it all ended up, and for a small finders fee I could help you get you stuff back. Whadaya say?”
I haven’t looked thru replies but isn’t that the “name of the game?” If you don’t want to lose anything can log in 1 day in 4 or more weeks so once a month and fuel beacon. If can’t cuz don’t like game or don’t feel like it but playing other games that’s on you Not the devs. That’s like saying this “game event” is happening this day but devs say nope sick day for everyone. What player is going to not flip ■■■■ or say ■■■■ to them. maybe 1 meteor out of 4 you actually get rewarded is that ok?
I think the idea that think this is “exploite” is wrong.
Why can’t you let players think that this is an effective strategy for moving thare house?
Players are happy to see the tedious and repetitive work to be simple.
But you have always liked to make this tedious and repetitive work be more complicated.
New players don’t want to stay here, and old players lose them patience - obviously your “most of” potential players don’t like it.
you think the player wants to move house, they will deliberately expiring the beacon to exploite this feature. There is still a solution:
When the player is always online - they will know that they have a beacon that is about to expire (less than 7 days)
If the player doesn’t add fuel to that beacon - of course that can think of this player as going to discard it - naturally things shouldn’t be put into the “cloud storage”.
Relatively - if an player not online for a long time, and very unlucky when he login again, his beacon will expire in a few minutes.
He certainly don’t have engouth time to add fuel to his beacon - so when the player is online, even if the beacon fuel is run out, it will continue keeping plots - until the player is offline for more than 1 hour.
This humanized feature can also avoid some troublesome disputes.
Suggest the save item: