Hello @Toa5t! Nice suggestions and insights.
I agree with this. First few levels are fine, but around level 10 you start to feel like you’re not progressing at all. I have started new char to test a bit, wanted to make it miner oriented. On level 10 (not sure exactly might be 11) I don’t have any particular miner benefits. And also at that point it becomes slowish to level up. With all my skills knowledge (I have few chars that are almost lvl50) the best I could think of is to put all my skill points into power attribute, and it gave me almost nothing back. Hammer hits a bit harder and that’s about it, I think I have managed to reduce hit count from 6 to 5 for mining ores, and from 3 to 2 for mining rocks, that’s without dexterity though so movements are still slow as hell.
I think this is sentiment of probably 99% of the players. This has to go away. At best I’d pack them all into “basic skill” or whatever that costs 5 points and be done with that. Especially “advanced compass” or however it’s called, that’s just pure non-sense, to see health of rocks that you mine you need special skill? Common we can do better that that with 5 skill points.
This is the best suggestion I have heard up until now regarding skill tree. That would be reasonable. Since all attributes affect more than one profession e.g. power affects miners and hunters and gatherers. On every level you should be able to up the power and also decide if you’re gonna master hammer or sling or axe.
I don’t agree with this, this is something that is a must if you want to have crafting profession, and we do want it. I agree that as it is now it’s a bit wonky in some parts but that will be resolved with balancing. We had many discussions about that already in forums.
With maxed up miner skills and high tier hammers you get pretty good mining ability. Though extra abilities wouldn’t hurt
Yep it’s annoying as hell.
While I can see your points about that, I don’t agree, there is no way to balance properly next situation:
player A is miner, goes on with advancing his char in that direction
player B is hunter, same applies
There is no way to balance properly skill costs etc. so that player A could also be hunter at the same cost as player B payed to get to the max hunter spec.
The only way to do it is to add more levels beyond 50, which was mentioned here and there as a possibility, and give player more skill points but that would be crazy costly. To level from 49 to 50 takes so much time, and of course 50 to 51 etc should take even more, I don’t have nothing against that, what’s more I would like that to be implemented, but I don’t think everyone would be satisfied with that. Basically to expand your character beyond one fully maxed out profession should be very costly.
There are few settings that you can use to adjust this, you can make only one hand rotate, while the other one stays as is. Beside mouse wheel you can press Q and use LMB/RMB and mouse movement to choose item in left/right hand.
I have set it up so that both hand inventory is always on, left hand is main, only main hand rotates with wheel, and right hand is rotated by pressing Alt and using mouse wheel. Left hand holds frequently used items, different hammers, axe, shovel etc, and right hand holds light source, food, sling etc.
Hope that helps a bit.
I wouldn’t compare it with minecraft servers because all players of Boundless will mostly play in one universe. Minecraft servers no matter how popular can’t compare with all players in one universe. With even 10 people working on one group project you get quite lively area. As for towns being empty, well yeah, we don’t have much incentive as it is to stay at one place as it is now. This was pointed out in this thread:
And the rest of the sentence is something that sounds great, I think that is a lot of work for devs, but it would be a welcome feature