No it is not. That might allow one or two builds and force roads to expand piece by piece which would lead to straight roads and grids. 10 plots is nothing.
What is .25?
@lucadeltodecso
As far as 1 plot wide length?
Also, what if the roads arenât in a straight line? If you have a perfect 10x10 square with 1 road of 1 plot wide then it could be 87 long, but what if you have 2 roads? Then itâs 43 each? 5 roads that wind around to other beacons can be 17 long each? Simple, straight roads are what I try to avoid, at least until itâs in our best interest to straighten them out and at that point thereâs already development around them calling for straightening.
Something I realized in the last few days and after having a brief discussion on discord with @Sujimichi88 about plotting it made me realize that the whole plotting issue will either make or break game and itâs best they find a solution now before the game increases its population.
Keeping that in mind I donât think itâs a good thing for the game to constantly be changing plotting. Itâs too much of an essential mechanic of the game to play around with. They need to find a solution, whatever that solution is and keep it. With that they also need to do what @majorvex suggested in forums and come up with a clear and defined rule set that leaves very limited room for people to bend those rules. Definitely not the easiest thing to do but I think in the end would help them and the community greatly.
If i was to be real honest i have to say Iâm tired of hearing about plotting problems and canât wait until we can move on to other things that could make this game grow. Iâve said it multiple times that I trust the devs of this game, more than any other game that Iâve played in the 35+ years If gaming but canât say Iâm not worried about this games future. I honestly thought the game would have grown a bit more at this point and it could very well be my expectations donât meet reality. This game has so potential but if we canât get past the plotting issue soon I donât know what will happen.
How do I change the value on the map to test differences?
Press the > or < button on your keyboard
It has taken me some time for me to cool down enough for me to write something civilized.
This is a horrible solution.
I understand that you want to stop people from abusing the plotting/buffer zone system, no problems there, but this system you have designed doses a hell of a lot more then that.
You keep saying over and over again that you are not trying to punish players. however, what you say, and what you are proposing to do seem to strongly disagree with each other.
If the goal was to prevent people from abusing the plot buffer system, then the solution should be something along the lines of, any beacon that fails to meet your requirements, can not have the buffers enabled, end of story. go back to bed.
There is absolutely no reason to also change the value of the beacon to 0, That is a punishment. But yet you claim that you do not want to punish people. There are many people who like their footfall and taking it away from them, That is a punishment. There are some people like myself who like seeing numbers go up as they build and taking that away from me and them, Yes that too is a punishment.
Doing anything more then preventing people from abusing the buffer system, Is a punishment and a form of control, and control only serves to hamper creativity. Which only further makes my very old point that the name of the game, âBoundlessâ is really is just that, a name and nothing more.
There is nothing wrong with people building and having roads as long as they are not doing anything underhanded or malicious with them, Your system effectively punishes anyone who wishes to have roads, This is extremely wrong in my book and I feel strongly enough about the situation that if Non-malicious roads are no longer allowed. I will stop playing the game. I will stop suggesting this game to other people. Because what is next on the chopping block that is going to be taken away from us? Roads not being allowed is already pretty extreme in my book. And if you are willing to ban Non-Malicious roads, then quite frankly I donât trust what the future may or may not hold.
I have nothing against an system to prevent people from abusing the buffer zones, which was your original intention with the system, but it seems your intentions have evolved quite a bit since that 1st post about it awhile ago. and I really do not like where it has headed. This compactness system needs to go out the window, throw the whole baby out with the bathwater if need be, it needs to go. A beacon should not have to be similar to a Box or a square for it to be passable or allowed.
Claiming that you do not want to punish people, doesnât make it any less of a punishment. When at this time as it stands right now. It would do a very good job at punishing people, rather you wanted it to or not.
So from what I see on the maps, it looks like a .10 to .12 is a good threshold to capture the excessive sprawl you guys wanted to prevent while keeping many normal builds from being disturbed.
If you put it at .1 and scroll through the maps and flip up to .11 youâll see a noticable difference and more so if you flip up to .15.
Under .1 it seems like that is where most of the wide sprawl is located. So my vote would be .1
Also if you add in a way for lava and water to not count against the compactness then bridges can still work.
.1 also seems to allow for considerable road work without it being too excessive
Your post still wasnât super civilized
but obviously I agree with the sentiment. If people abusing reservations had them taken away, they would no longer be abusing reservations, and thatâs that. Maybe the devs should keep the flagging system internal and have their own anti-troll-troll to beacon the gaps themselves just to mess with the offender! ![]()
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No need to insult the game though.
compared to the many toxic and colorful words and expletives that I had wanted to use, I think I did well enough.
I picture you typing sentence to sentence and thinking hmmâŚnope thatâs not civilized and holding down the backspace button, multiple times. Nice post, and well said.
@Trundamereâs and many others (myself included) internal thoughts when we finish a message we know we know is too âstronglyâ worded.

Even tho it doesnât solve it completely for me, .03 solves most of it. Only 2 beacons arenât complying, my road one, as expected, and Golda Coast which kinda got a second job: slightly abuse the protection buffers, hehehe, I can fill those up to make it turn blue too I am sure of itâŚ
this is the problem I am afraid of, I dont have any tools currently to prevent someone from doing this to my area, or me accidentally to theirs. I want to connect to the lands from my lava lake, but in doing so, I would lose the compact status.
If I could disable the ability for some stranger from taking ownership⌠Or disable the ability of my friend (bot) to have it because I connected to his world road, or to disable the ability for my area to take over Botâs (and I am so close to that, I dont want to. IMO, I think the compact system is going to cause more harm than good, as it would restrict how some players will build. Iâve alresdy culled some of my roads that let people cross my lake. I dont know how to make roads across now, without adding more beacons to keep every section compact, while roads still connect paths across the lake.
If only there was a setting, per beacon, to permit settlement connections or not. I been spending some time thinking more and more about this compact system being proposed.
I rather it not come into play at all.
I think these two solutions are 1000% better. No offense James.
I still donât really comprehend why settlement opt out isnât a thing.
A âlegitimateâ settlement on Tana that fails 0.03 but passes 0.02:
On Biitula (which I think we are all using as our benchmark) though, a lot of âbadâ stuff survived 0.03 and 0.04 though.
Well said.
1.Opt out settlement, greater settlement.
2.Annex beacon from settlement, greater settlement.
Without killing off prestige entirely the above solves most of the plotting woes.
Being able to opt out will discourage enthusiastic force mergers.
Being able to annex out a beacon will discourage FF parkers even with their 10k beacon.
A balanced approach.
Reservations should just be axed all together unless they only work on the outside edges of a build. It was mentioned when the system was first introduced that it could be entirely removed. Itâs a pain for replotting without having to grab a dev.
Do the things above and let people use their plots in a boundless way be it an octopus or a square.
Any and all system incoming should mean less dev time on policing and less complaints from players otherwise itâs pointless.
Greater guild controls would also be handy, by joining a guild and allowing your beacon to be guild controlled the guild director should be able to have your plots removed should you go MIA for X months.
100% a way to transfer beacons without needed a Dev if both parties are active.
Make capital city chosen by the number of unique visitors across the greater settlement. This keeps it fresh and moving and gives new players a useful active place to free warp too. Also discourages prestige dumping and force mergers.
The only leaderboard in this game is about prestige this is why the competitive folk play the game the way they do.
Make leaderboards for gathering, mining heck even crafting and some kind of reward for being in the top10.
I donât have the post to hand to quote, but Iâm fairly certain that one of the devs did comment on this previously. The essence of the response was that just removing reservations from plots wasnât really going to fix root problem of people claiming large swathes of land with less plots (which was a pre-existing concern that was exacerbated by the boundary update). Nobody (apart from trolls) are going to want to plot inside plot grids that has been laid out specifically to claim additional land at minimal.
As to the system, I think that playing the map tool leaves me feeling that somewhere between 0.2 and where it starts at 0.25 is about right, with most of the orange plots being either easily fixed, attached to roads, over-generous expansion plans or blatant abuse.
Itâs a shame the system canât include roads and bridges over especially rough terrain (or lava), but to me if feels like an acceptable loss to try and remove the abuse that appears to be present in some form on most of the planets.
@james will there be new maps released at https://maps.playboundless.com/ before the weekend?
Iâm pretty sure most of us are curious and most of us have changed things around since then (included me)
