I am a game loyalist until the day it ends. But Boundless needs an Overhaul!

The overhaul that I think is needed most is adding high end value to monster hunting.

A new drop from only exo planet monsters that leads us to the crafting of something very desirable cough pants cough would be the best way. Be that a new gear tier, armor, etc

Then, mobs themselves need an overhaul / the hunting process. Bombs should LOSE the ability to destroy terrain by default, making the hunting cheese strategies that trivialize content more expensive (the require terrain damage to be forged on) and that also makes bombs viable for damage rather than cheesing.

Then - change some mob interactions. Wildstock charges lead to players getting bucked around, sometimes even post mortem and etc - it just feels bad. So let’s change them - how about wildstock charge, but that’s not their only attack - by giving them a stomp attack perhaps? It would make them feel less bad to fight, but still dangerous

This would add value to end game hunting activities and something difficult for players to aspire to.

  • I have devolved into asking for what seems like less complex requests. That isn’t me backing off my previous positions, but rather trying to instead suggest things that work, but are less difficult for the devs to implement

@james - tagged because you said you’re doing a balance pass look

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I’ve got meetings today so I cannot be as verbose as usual, but some quick feedback items in no particular order:

  1. Weekly developer AMA or mailbag
  2. remove RNG from forging at the cost of increased resource consumption.
  3. Move environmental protection to armor/clothing via forging
  4. Add armor/clothing
  5. Add factory/production line integration so storage “feeds” to machines
  6. Non-meshed storage for #5
  7. “flashlight” or “spotlight” forge effect for long distance lighting
  8. Ability to buy from other players via a directory. Alternatively, the directory would warp you to that players beacon to buy.
  9. Quests or other non meteor activities.
  10. Allow spark to have a purpose other than just a limited resource sink. Electrical power has shaped civilizations, it appears to have little impact on us.
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@james I know that right now I am making pies for the guild I am part of. And it is really, really frustrating the complex steps. Butter, you need fortified butter. So, get milk, either from the milk gland of the goats or from oats. Turn into milk, then turn into purified milk, then into fortified milk then into fortified butter. And you need shimmering orbs to do one of those steps. Why something that is used in forging, why not other orbs, such as vital orbs?

It is a higher level crafting, but so many steps and so much time that it can be frustrating to make. I would love to see the amount of time waiting for the food to be made and also how complex the steps are be less. Why should I have to make purified then fortified milk? Why can’t I just make fortified milk then fortified butter? That is just one example, there are many crafted items that seem to be, well, honestly, just plain ole busy work to keep up occupied, not fun to do.
(left out a couple words, sorry)
Lower level foods, they need some changes to make them appeal to the new players, but unfortunately, I don’t know how, less time, give more in them so they feel it is worth it to make them?

Talking with my son, who refuses to play this game. Why? his main reasons, no story and too much busy work that isn’t needed, no quests or goals given by NPCs. What is the reason to keep on playing? The motivation? Why and how did I end up on the planet and what is my purpose? We need in real life goals to accomplish, and that is important in games also.

A simple easy game such as Stardew Valley is very popular – why? It has a story, a reason to do the simple building, planting, to get the farm up and running. Quests, simple quests of catch so many fish, grow so many plants. When we enter the sanctum why not quests that are offered? We could pick one from easy, medium and hard. Go and do the quest and immediately we receive the coins that are desperately needed by many, especially new players. The objectives are type of quests, but we need more of them.

Sometimes I really enjoy the game, other, I feel like a mouse on a wheel, running and running and getting nowhere. Go and gather items to make food with, make the food, go and gather items to make food with, make food, go and gather . . . I want to get somewhere besides the wash, rinse and repeat over and over.

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Direction is very important, and beyond some basic goals the community set with portal hubs and etc - there aren’t any more. So you’re definitely right - what’s our reason to continue? There hasn’t been enough of one for a long time, and the playerbase size confirms that!

One game that I recently looked at was Portal Knights. It has some thematic similarities with Boundless (world hopping, portals, etc) but its much more of a straightforward RPG with building compared to Boundless’s directionless sandbox.

A marriage of the two would be phenomenal. Some questy type direction, some rpg ish feels, not necessarily a whole questline with npcs and etc, but something…

That game’s combat is also 100,000, 000x better than Boundless’s - it feels good instead of janky, has gear and weapon diversity, and most importantly - pants

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But what could work is some of these basic ones like power, control, agility, etc. all now have a maximum of 8 skillpoints, what if the first 4 are automatically granted thru levelling and the remaining 4 you have to set explicitly.

Since for the life of me I can’t imagine anyone wanting to be slow as a lvl 1 player, or do as much dmg to anything like a lvl 1 player, etc. :wink:


As for something that I really still think would benefit the game greatly is anything that allows players to create content, could be really simple blocks which do something when certain conditions are met. Plenty of posts about those already I think, so no need to repeat myself and others.


For newer players I also still feel starter planets with different beacon and fueling rules would help a lot where they do not need to fuel their beacons (also remove those campfires). Of course experienced players can not beacon there at all, they can visit and help but not beacon. Once they fuel a beacon on a non-starter planet they need to be made fully aware that from then on beacons need fuel to keep their stuff safe.

We all have seen players leave when they didn’t play for slightly too long, one of my friends was one of them, didn’t play for a few weeks, didn’t think of the beacons, came back, lost everything, got pissed off and is now not playing anymore. Since he was still rather low level he would still have been on a starter planet and would now probably still be playing.

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This is a sandbox mmo = no direction. :woman_shrugging:

Portal Knights is good, but it’s limited and the worlds are small. You can build what you want, but the story line ends very quickly. If you binge it, you can complete & obtain everything. I personally lost interest very quickly & don’t even do the special events anymore (the last few prizes were a total let down)

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Yea it was good, but I defeated the game in under 50 hours (including building a lovely home), and I haven’t touched it since

Boundless feels like it just gives more, being an open, sandbox mmo game

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Was gathering yesterday, saw a base behind me and stopped to say hi, gave him some food as he was hungry and wasn’t sure how to get any. He had a campfire but no beacon, said he had just started. Was making a crafting table and then going to take his kid to the fair.

Went back this morning and his base was regened, I’m guessing he didn’t understand about putting down a beacon and thought the campfire would work. What will he do now? Look for someone to ask what happened or just get mad and quit?

A couple months after starting to play had a player stop at my base and tell me someone destroyed his base, thought it couldn’t be done, his beacon was dead. Said he had taken out the free month of GC. Told him that after the month was over it would go out, his beacon would die and that would allow anyone how found it with a dead beacon to take what was there and that the land would regen over it. He was surprised, didn’t understand that. Gave him food, weapons and tools, don’t know what happened to him.

We do need a starter planet that tells them what to do, gives a tutorial that goes into detail of what to do so they can survive. They get a set number of days, five, a week to learn what to do and then sent to a planet with the needed info to survive.

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Just pm’d our guilds suggestions we were discussing earlier. It’s only 3 items but very lengthy so to not clutter the general thread I decided to pm it. Sorry for the high word count lol.

Same here. My PM to @james was somewhat lengthy and my thoughts since this thread started have mostly been on the following points, as I think they are quite important, before complexity even comes into discussion:

I’m a new player of Boundless, still on my first month. However I’ve been watching it since it was still known as Oort. I decided to give it a try on the recent steam sale, partially because of the rumored farming update to come.
Ive been having lots of fun figuring out the game.
However, I admit I was a bit disheartened to find out that I had no way to be competitive with veteran players in regards to gathering the new resources, as many were gone very quickly or only available on Exoplanets.
I simply wanted to begin my journey in boundless as a shopkeeper. A few days in though and anything I can gather is dirt cheap, and any I struggle to get is out of my reach or already gone.
I’d like there to be more content added to farming soon. It’s a bummer watching everyone else farm while I am so behind already.

I’d like to add though, despite this, I am truly enjoying my time on Boundless, and plan to stay. Even if im just a lowly Earthyam farmer :wink:

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Our focus is mainly on a few simplifications and reductions in grind from a new player to a mid-game player perspective.

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Forging seems overly complicated in comparison to crafting. Either a rework or making it less resource intensive could be more enjoyable. There are some great guides for it, but I just can’t get into it.

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there are 6 people typing right now…well i make 7 :smiley:

Welcome!! Is there anything in particular you are needing to get you started on your way? Seeds, resin, ect? Shoot me a line anytime and I’ll do what I can to help - there is another thread where discussion of tweaks of this exact matter is ongoing, but in the meantime, one thing we can do is help each other. :slight_smile:

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Might as well throw this out there after all lol. At least it’ll be in james pm inbox even when it gets buried here. :joy:

Here are a few balance changes/simplifications discussed in our guild discord.

  1. Modification to epic skill point cost.

Suggestion: rebalance of epic skill cost by tier level such that the first grouping costs 2 points, second grouping costs 3 points, third grouping costs 4 points, etc.

Intended impact: Allows players to unlock ability to perform more efficient actions at a lower skill cost and ability to unlock more skills per skill page.

Intended result: Reduce the feeling of leveling grind of mid to late game players waiting multiple levels to unlock epic skills they need for the progression they are attempting to achieve.

  1. Reduce grind of block gathering for production and building and make tools last longer.

Suggestion: Addition of drop multiplier from resource blocks and resources nodes to none resource blocks such as rock, soil, gravel, etc.

Intended impact: requires less time and tool degradation to gather the same amount of materials.

Intended result: reduce the material gathering grind for crafters/builders along with requiring less tools to be used to achieve the end result of a certain quantity of blocks to gathered (effectively increasing the use time of a tool)

  1. Simplify the spark/power mechanic

Suggestion: Modify spark generator to provide temporarily stored power and remove spark from crafting requirement. Generator will provide one time use power to machines and needs to be recharged the same as current spark mechanic. No change to coils suggested. If possible keep the time decrease provided by coils only. See example below intended result

Intended impact: Simplify crafting recipes that require a power source and provide players two ways of supplying power to machines.

Intended result: effectively removing the "gem wall" grind/stagnation point of mid game by allowing players to use power from generator to provide power early mid-game, a combination of generator and coil power mid-game, or all coil power late game. This will remove one of the most common stagnation points players hit that requires a large time "grinding".

Example 1: The player is early mid-game and is crafting an item that requires 400 power. They place enough peat/coal in the generator to provide the 400 power required and start the craft. The temporary power is used up, much like spark currently, and the generator needs to be recharged before the next crafting.

Example 2: The player is mid game and now has two basic coils. They are competing the same craft requiring 400 power. 200 is supplied via coils so only 200 power from the generator is required to make up the difference.

Example 3: The player is now late game with fully coiled machines for what they are attempting to craft. They have an excess of coil provided power so generator power is no longer used. Additionally as they have excess coil provided power they receive the reduced crafting time benefit.

In all 3 of these examples the player is given the opportunity to craft the item and is not "stuck" grinding gems for power coils, the recipes are decluttered by combining an overlapping mechanic, and the player is given more choice as to how they wish to supply the power for the craft.

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You know I think feedback works both ways too. I’d love if there was a weekly/monthly update from the devs. Just a little insight into your guys ideas, perhaps what you looked at implementing or changing and the stuff you figured wouldn’t work too… maybe then it would help with knowing the areas that you’re looking for direct feedback. :blush:

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The skill system has always felt way too limiting to me, and perhaps it’s because I’ve played more games where you can do most things(or the class choice is centered around how you want to fight), but I’m curious how much use something like the high jump epic gets. It’s a great skill, kind of hard to fit into a lot of builds. But jumping 2 blocks high is a huge QoL thing that yeah, I think everyone should get for free at some point.

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Yeah, that is a skill I’d love to have but I just can’t justify the points when I can use my grapple to get the same end result and other needs are more pressing - but would love to have it for sure! :smiley:

Honestly, it may be time to cut out skill pages and make the skill system much more fluid or to simply remove the skill page changing cooldown. Whatever they were meant to do, skill pages don’t feel like they’re working, in a sense.

WoW used to be very restrictive with the talent tree system, but over the years the system was lightened off to the point that now you could change specialisation on the fly as required, regardless of location.


Now, I have all 5 skill pages, I am around level 380 or so and have 900+ spare skill points that, by design, cannot be spent anywhere…

Of the 5 skill pages, about 20% of the skill points spent on each are nearly the same, that’s nearly 100 skill points across all 5 pages, that are spent on must-have skills such as atmosphere protection, or luck, in the case of gathering/mining.

If I want to change an epic, I just do; I have over 220 cleanse points. Changing epics to do different things is actually less hassle than completely resetting a skill page or removing loads of points from non-epic skills. For me, epics change around way more than the non-epics, meaning the system is already fluid to some extent…

And I think that cutting out skill pages and improving the fluidity of the skill tree would contribute more to actually having freedom of character-building. Perhaps find the average amount of epics people usually take and limit the number of epics a person can have based on that, rather than the actual total number of skill points that can be spent.

But I don’t know if that’s the right way to get rid of skill pages in order to improve the system. That’s just an idea. I’m sure others can come up with better.

Also please consider this, if you were to ever make the basic skills like power and control all max out at 50 or something, it would be a good idea to allow setting the “level” they are working at, as you might only want control at level 2 despite having it maxed out, but spending 6 cleanse points on control to then just re-invest them feels like an absolute waste.


Quick edit: Just wanted to add, that I also feel that skill pages have restricted me to a single planet, in a way.

I had recently been thinking of building a new small-ish place next to @AeneaGames on Trung, but because the pages can only be changed with no cooldown at a home base, I am not likely to ever want to actually build anywhere else, since I’d have to be constantly playing warping ping-pong to do any crafting, even if it was just build-related. I’m not sure that’s a good thing either, about skill pages.

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