Gem mining - easy fix

Maybe …just maybe this isn’t your kind of game. You keep bringing up and comparing boundless to minecraft and how Minecraft does it better. Then how come you do not play that game instead? (That’s a real question not me being arrogant) I’m actually curious what keeps you wanting to play boundless. And iv seen you mention the glorious grind. I myself love the grind, because it has mmorpg elements. Ever played black desert online? Or eve online? Or 7 days to die its litteraly just grind and the latter two are both mmo sandboxes and its just a straight grind

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In a corner of the boundless universe… I can hear a tiny violin playing.

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All I can think of is mister crabs xD

some people need to learn that the most boring tasks in life can be the most meaningful. While boring is a subjective and can be perceived for the same task at different times a day differently, meaning is the creative value that u add by mindfulness and care

U need to chain all those small boring subtasks like eating and peeing and hammering and cooking to an epos that tells a story…

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I’m not sure rl repetitive tasks(such as open air manual labour which I enjoy) which give a host of benefits, can be compared with game tasks.

If you’d search forums you’d know that regeneration was instant before, why was it changed, how exactly it works now, and that there are no resource blocks being regened, but the resources are put in blocks just after the blocks in chunk regenerate.

While I do think the Dev team increased grind since release, it’s hard, even for me, a vocal bomb mining advocate, not to see why the changes made were made, and overall those were healthy changes.

All your whining advocates for equality, but the worst kind of equality. Instead of game being fair, rewarding those who put effort, those that have brains to think how to play the game by its rules and benefit from them, you want everyone to be equal to your twisted standard. You want footfall to be distributed equally (not fairly) among the players, because you don’t get any, you want resources be readily available to you because you are unable to grasp how to find them, or the current way does not fit what you would like.

Instead of playing the game is meant to be played, you say most of the game should be changed, just to fit your vision. It’s selfish and… Well childish, yes childish, you remind me of my son, when we play board games, we play according to his not games rules, but he is four, and you I imagine, a bit older.

While I don’t like some aspects of game and ecosystem, those are things like poor patch notes communication, not informative enough UI or introduction of new bugs every patch. Those are real issues, and they shown they are working on it. Kudos to Dev team. But core gameplay mechanics are how they are, and those are fair. Those players who play the game, those who understand how mechanics work, those who adapt reap the spoils. Those who whine about how the game does not fit them with they rules and mechanics… I wonder why do they even play.

There are really many topics with better or worse suggestion, how to improve the game, and there are your posts, saying the core mechanics should be changed, because you are unable to adapt. CoC forbid me saying how bad most of them are, like those about friends loosing everything because the can’t read on screen obvious warnings.

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take walking for example. u do this all the time. its the most boring and repetitive task of setting one foot in front of the other, change foot and repeat. U are never just thinking: im walking. or: this foot. then this foot. then this foot.
u are thinking: gonna go to get lunch and then back if ur thinking at all about this

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Not sure where you’re going with this? Walkings a necessary and ingrained action for most people, and does still give benefits.
Grinding in a game, nescessary or not within the game, doesn’t give any benefit to your meat suit. I mean, I suppose there can be the feeling of accomplishment (fleeting as it is) or it could quiet the mind I guess in a similar way to exercise…?

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ingame its the same: gonna get that 40 amethyst before returning to my crafter cuz then the peat has been compacted… im not even thinking about something like uhmmmm now i remove this block and then this awww most boring to mine >.< this is not how my brain works

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Ah. I’m not saying I hate the grind because largely I don’t, but I seem to think differently. Any task ingame (say, peat collection) I usually tink “ffs, now I gotta collect such an amount” I start and then it’s " damn spitter" “Stupid wildstock in the way” “Bloody treetrunks” “Seriously, I hit clay already?” “Oh now rocks” “Go away sun bloom” “Stupid tool and wep switching with the ds4 pad, constantly picking the wrong thing, it’s so slow, wish I just had 4 oort arms”
Maybe i’m just really grouchy though

Cause I want Boundless to do better. I can see what the game could be one day, how with the right tweak, it can end up being even better than Minecraft could ever hope to be. The only problem is, is that Boundless doesn’t learn from Minecraft.

Minecraft is THE biggest and most successful Survival Sandbox game in the world. And it’s very basic and simple in Design. Just take the game’s concept of Coal and Smelting, and compare to Boundless.

In Boundless, every item that can be smelted, needs a different number of heat, and thus a different number of coal. More than that, they both smelt at different times as well, and there are many different items to use for heat, From Peaty Soil, to Soft, Medium, and Hard Coal, and the compact forms of all of those as well.

But Minecraft is very simple. Every single item in the game that can be smelted, takes exactly 10 seconds to smelt per item, and 1 coal can smelt 8 items, or scaled up, 8 coal can smelt a full stack. And this is for EVERY item in Minecraft that can be smelting.

So no matter what you do in the game, you know EXACTLY how much Coal is needed, and how long it will take, to smelt any number of an item you want to smelt.

And that’s just one area where Minecraft is far better designed.

Another, is the number of resources needed to transform 1 item into another.

Cobblestone, to Stone, to Stone brick, and Rock to Stone to Refine Stone for example.

Minecraft 50 cobblestone, cooks to 50 stone, which can be combine to create 48 stone bricks, as it’s done in 4s.

Meanwhile for Boundless, you need 108 Rocks, to make 300 Stone, and 288 of that stone to make 50 refine stone.

Minecraft can keep it’s core simple, even while complicated the game with many features and content. But Boundless has no basic core other than that Single always makes 1 item, Bulk makes 10, and Mass makes 50. And even then, that’s wrong and different with some recipies! There is no concistancies. So simple math basics to help, no common practice that applies to other recipies on the same machine.

I decided yesterday to finally go about getting into Spark Generators and went about crafting the stuff needed for 3 Mass Crafts. But each item I needed, from Iron Furnacies, to Cogs, and so on need wildly different resources, different number of resources, and most of the time very off numbers as well. Some needed 18 of something, some need 22, and others needed 288 and 36.

There wasn’t very many overlapping numbers, to know while out grinding if you have enough resources yet to complete a project. I needed to right down and calculate the number of resources I needed in a note pad before starting.

Instead of learning, of being complex and hard, but still simple at it’s core mechanics, it tweaks numbers all over the place on a case by case base with each recipie.

Minecraft’s entire game is based around the number 8 at it’s core. Boundless doesn’t have something like that. Even Eve Online is based on the number 5. 5 is the max skill limit, max number of drones, max reruns on copied blueprints, and so on.

I agree I can seem a little childish, giving ideas to fit how I view would solve problems effecting me. But isn’t that always the case? If you don’t have a problem, you don’t need to change anything. Case in point, @Shadesmar, who has no issue with grinding at all. He doesn’t see an issue, to him, I’m a petty child trying to fix an issue that doesn’t exist.

Meanwhile me and many others have complained about the grinding wall that exists, and is usually only by pure luck and happenstance, not skill, planning, or even grinding that bypasses it.

My plan for taxes on Footfall was indeed not fair, but Taxes are never fair in general, and Footfall as a machanic itself is inherantly unfair. It’s literally impossible to balance Footfall to be fair. Cause the older people, the people controlling and making the hubs, they get all the Footfall. New players, or those coming in later, don’t have the chance or choice to plot down right next to a hub, while the Vets are the ones creating the hubs and owning all the plots around them, and the early access people have access to helping them and plotting near them and starting the bigger cities many days before most people had access to the game, or even understood anything about the game.

My suggestion tho, was balanced. In favor of the poor that needed the Footfall, while cutting into the profits of the rich, which still got even more money than the poor, and were already at end game and weathly rich so didn’t even need the extra money for anything.

Whats more, it promotes people to worth together, as if most people are lazy and not generating Footfall, there wouldn’t be much generated to tax each day. Meanwhile if everyone is working together, making towns and communities, everyone is generating some form of Footfall, which all get taxed throughout the day, and rewards a bigger payout at the end of the day.

Whats more, that extra money helps new players, casual players, or those that can’t stand the grind or don’t have the time to put into the grind, to get extra money to support buying the items they need to climb up to the end game.

The rich still get paid more than the poor, and those that need the coins get help to support their playstyle. Where is the drawback? I already gave suggestions to limit it per planet, and to only reward a single account, based on the world they have the highest prestiage and thus most dedication on.

footfall money comes in when u got ur first portals up… before that u are outback :3

And that’s why I played it so little. I prefer complex games, not the simple ones. I loved Spreadsheet Eve Online, because it was complex. Not complex is simply boring, to be honest I wish Boundless were more complex, because it starts to bore me (just a little) with how many things are simple and easy to min/max and I hoped it would keep me for a very long time. And I’ve been playing only since the wipe, I invested very little time in EA.

And you have to balance between players that like complexity and those who prefer simplicity of tic-tac-toe. I think Boundless have rather good balance at the moment. Not perfect, but good enough to engage every type of player.

I agree, it’s better to remove it. Make coin income tied to xp gain, it’s still not fair, but still only as unfair as XP gain is at the moment.

Ok, serious question, what does make one a one creating the hub if not sheer will to be one? Portal Seekers did this because they wanted. Aqua Hub people did this because they want to do it. I encountered more small hubs that was made… by people who wanted to do this. I share a secret with you, but don’t tell anyone: If you want to, you can make a portal hub too. And if it will be better… or just good enough as the PS one hubs are… people will use it, and you will make a good coin from everyone that use it. But seriously why do you think you have any right to place a spot near the hubs? Hubs belong to hub owners, players, that worked hard to create them. Why should YOU reap the spoils of THEIR work?

Why should anyone cut into profit of anyone else? It’s just euphemism for simple theft!

But the core of the game is the grind itself. You saying that it should not be, or not wanting to be, does not change this. It’s not a hardcore grind, it’s not a super duper easy grind, but grind is a core mechanics, same as in minecraft you seem to glorify.

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those recipe ratios make more sense when u conisder drop chances, use for the material and the mass crafting ressouces bonus . I find it great that i get much raw material of stones out of my fewer rocks i collected. Others want to condense them to more valuable material. Do u really calculate to the point how much rock u need to finish ur building? how about maintaining a storage of stuff u can always use? u fill this up and when u running low u go out and get some stacks of new material… Storage work is not rocket science >.<

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My shop on Gellis is selling gems for 850! I buy them for 600! If it wasn’t for the darn taxes those prices would be closer still!

I see the prices going down, more shops are now below the 1000c for gem prices, this is a good sign!

I started selling only food related items, didn’t go so well at first, since a day I’ve been selling my pies steadily which indeed allowed me to buy some of the mats needed to keep making food AND to forge items for my own use. My idea is that it would be nice if I didn’t haveto go out each day with a long shopping list of mats to collect and simply just buy them from someone else. So yeah, I might be one of those traders that is trying to specialise (tho I will never ever want to focus on just 1 thing, I love to build too but the running around has kept me from doing that, I still build but not as fast as I would like).

“I buy gems for 600”
Directions please xd

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Sure! Am located on Gellis.
From Lamblis PS portal hub, on the top floor in the SE corner we have a portal marked “Nirvana Nova/New Leyden Market”.
We also have a portal in the Aqua hub on Finata in the Ultima Mall on the bottom floor, it’s currently mislabeled to only read ‘New Leyden’. And there’s a small, unlabeled, player portal in Gellis Prime, it’s one that’s the most left, don’t know the direction it’s facing by heart tho.

See you later!


If someone can’t find my portal at the Ultima Mall, it has moved to the bottom floor!

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But if the core of the game was to grind, then why add shops? Why add coins? Coins, as a system, is there for players to bypass the Grind. To buy the resources to craft, skipping the grind of gathering. Or straight up buying the item itself, skipping both the grind for gathering, and the grind of crafting.

Plus, you are wrong. Every promotion of the game, shows that the core is about Freedom. That you can do what you want. Play how you want. To skip or ignore parts you don’t want.

But with money being a very big issue for most people to get access to, to skip grinding and thus play how they want, a lot of people hit a flat wall they can’t progress past unless they stop playing how they wish to play, and purely grind for weeks.

Eww, such a price gap, profiting on hard working people like Honourless. Just one less shop I’ll be visiting.

600 is more than fair to buy at.

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