Do the beacons have to be placed up to the point where the survey comes out, or can it just be placed then removed?
if you like to be safe place it and forget about it until after the survey
Ah, didnāt notice that comment. Thanks.
Iām glad that my question was not that dumb, since English is not my mother tongue
However, I own several beacons on gortnen and one in the supreme toast city. So that should be enough
@Jenndragonfly I also think your way. With the current size of a beacon or plot, 12 available beacons per server should be minimum.
Right now I sometimes just place one beacon in a house, to show it is mine. Our community gladly is not a destructive one. Okay some people didnāt find out about the infinite block mode and donāt replace single cubes sometimes after they got them. But I could usually repair these things within a few seconds. So thatās okay.
Much more interesting will be the beacon regulations for guilds or city founders. The opportunities to occupy big space, to own them for a settlement or something. And the ability of restrictions you can give there. Thatās really important thing to be solved.
I would like to have a sperated limit per world: Some beacons should be able to be enlarged through crafting/powering. These would then have a limit of (letās say) 3 per world. Those "chunk-sized beacons like ingame now could have a larger pool per player per world, but should then be used for stuff like roads or tunnels ā¦ they would also be interesting for mining.
I disagree with having a set amount per world. I donāt think it would be good for the community if players could spend their beacons equally on every world they visit- it would quickly over crowd popular worlds with beacons that are rarely utilized. Instead, players should need to budget their claims across the universe. That being said, I feel the total number of claims should be much higher than 12. I would like to see closer to 100 claims per player that can be used across many worlds or condensed into a single large plot. I also feel that guild plots should be separate from a players individual plots, with only 1-3 large plots available per guild.
We could also go back to the idea mentioned before in another topic: a set of beacons is free (number per player) and the rest has to be fueled over time. On this way it is open to ppl to have more, but they have to work to support them. Would be cool to have three large ones and some smaller ones for keeping roads or similar. ā¦ For guilds a set maximum is also a good idea. The rest could be used with fueled ones then.
It all depends how large the beacons are, right now they are tiny and you canāt really cover any build larger than a hobbit hole.
Itās a fine balance I suppose.
As always, values are subject to balance changes. Itās the underlying structure that needs to be rock solid.
The survey is out. Have a look into your mail accounts.
The first question is broken. says i can only answer 1 per column and i did exactly that.
Column not row ā¦ only one mark in each vertically.
it need to look like this.
Ah thanks.
Some numbers for the Plot-Sizes for 1, 10, 100 Hours of game time ā¦
the first column (12) is the current value.
EDIT: Iāve created a detailed overview about the old beacon System.
well, but I agree with all exept that I progress with Beacons ā¦ with no difference to each other. They protect my Posessions and Creations, give me space for me and my friends and help to reserve ressources ā¦ all at the SAME level of importance ā¦
to force us to disagree with at least 2 of them was quite ā¦ well, Letās say it is semi-optimal ^^ ā¦ Better would be a definition like āSet priorities 1-5 where 1=This is my most important function, 5=Donāt need them for this functionā
Aye, it was a very āyou canāt have everythingā kind of question really. It was like being told you have to choose a favourite child
Also, for me, I felt that protecting creations and protecting possessions were the same thing really, but I guess thatās down to perspective. Whether you want to play boundless for the building aspect as well everything else, or whether you just see creations as a necessity.
My thoughts were ā¦ if I build something and put a beacon on it, I āpossessā it ā¦ hence protecting my possessions
For me it sounded like:
Beacons protect my possessions: Stuff that is stored inside chests, livestock etc.
Beacons protect my creations: Stuff that i built / blocks that i placed.
I knew what it meant ^^. It was a slightly spurious question though.
Possession: The state of having, owning, or controlling something.
In a beacon with your name on it, you are in possession of all things within that beacon (unless itās an unlocked container - in which case it probably wouldnāt stay in your possession for long ;))
So technically both statements were the same.
This particular question was really just about understand what players thought were the most important reason for a beacon. Clearly the beacon does all the features (protects items + beacons, play ground, resources). Some players might care more about collecting possessions, others about building, others about more social stuff.
Some times itās important to phrase questions from the perspective of āPick A or Bā as we can only do 1.
But other times, the question is phrased to help us understand which part is most important. This is more about nudging focus but without removing a feature.
Btw - sometimes an answer to a question can seem really obvious - but interestingly all the different answers to this question were considered most important by some players. (Weāll share the results soon.) This may or may not be surprising to us - but the distribution of answers still gives us good guidance.
I honestly havent placed beacons yet since i have no reason to, so since i wont get the survey i will just throw it out there.
I think that beacons should protect everything inside, there should either be a hard limit or a rising cost for each beacon placed, and they should be permanent unless they break the rules of conduct.