I’m torn

I agree man, I’m excited for new creatures and scary titans in the future, but my character is specced for gathering and I’m not excited to have to grind a character out just to fight them with a chance of succeeding.

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i vote for one caracter to im builder fighter who cant craft nothing for moment
so if i did not get revenue from plaza i would get stuck until leveling an alt
and my gamestyle lets me level real slow since beginning
but do have to admit after update i wen from 35 to 42
so maybe the leveling for my style of gaming is fixed
thers still no xp for social action except trade would love to see somekind off reward for social behaviour like helping new players and …;

im 800hours in game and level 42
i think others are level 50 in less time

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True that. I have days when I dont want to mine or hunt or even build. Just look around and visit places or help new players.
That would always make your progress slower than that of focused grinders.

Question is whether hanging around should be rewarded with xp points or stay there as just a social behavior/personal choice of how one likes to use their time.

If we agree that social activity should be somehow rewarded with experience than there is a question of how to measure that.
Without much thinking I will throw two ideas that came to my head right away when I read your post.

  1. This is connected with suggestion of functional buildings that can create buffs etc. Possessing such builds could be rewarded with daily bonus upon log in (maybe as a bonus to the daily xp bonus). Kinda reward for creating places where people come on regular basis.
  2. Similar xp reward for holding events be it a big hunt or chiselling contest or a maze challenge. Craftable prop could mark a location in player’s beacon as event hosting. Also maybe amount of footfall in that beacon would decide about the size of the bonus.

Actually just thought about a craftable mentor token. Sth I could make for free like location token and give to a player that asks for help in game. I would receive xp for giving it and a receiver could get some xp too for asking for help. Although that’s sth easy to abuse. Would have to be based on level difference between interacting players.

Or maybe a player looking for guidance in game would be able to craft a help request token and look for someone to accept it as kind of a contract. Than certain time would be required for the involved players to be within basic shout distance and minimum xp received from mining hunting and objective completion by the learning player.

As I said not very thought well, these ideas. Just quick reaction to @the-moebius thought there.

I like this idea, but we will need to see if the developers come up with something to draw people to a build. I do worry that this idea and the second one can be manipulated. Could you not have a group just travel from one spot to the other just to generate footfall without really going on a hunt? I do not have a solution, but this does concern me a little.

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What is the point of having skill trees at all if you can unlock everything in them at the same time? Would it not be better just to abolish skill trees entirely and just starting with the equivalent of full unlocked abilities? Why grind 10,000 hours of game play just to finally reach the point of full unlock? It seems to me that you’re going to have to specialize at some point in the first 500 hours of game play, which is totally against what you seem to want. So why have skills at all? This seems totally insane to me!

To me it’s a dichotomy between MMORPG style gameplay and Minecraft’s SMP style gameplay. This is an identity crisis: Is Boundless to become the Voxel MMORPG that it has always declared it will be, or a Minecraft clone with chisels and grapples. You CAN’T be an MMORPG at the same time.

Edit: I’m not even sure I’m posting this in the right topic any more. Is this where we are discussing skill point caps?

Edit 2: yeah I think so.

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you right a solution is not easy for this

Gradually unlocking skills keeps the game interesting and motivated to play more. Also you have a goal to play towards.
When all is unlocked of what you want/need then the game does not become boring all of a sudden.

For me that was the perfect situation to start huge new projects. (As with the new skills building/hunting/mining etc will become easier)
So skills are a good thing to have, you must see that !

But when people want 1 character and are restricted to a max. of 1000 skill points then we cannot unlock what we need.
For me this game just ended knowing that level 50 is just the end of extra skills.

And once more, I do not want to have 4 characters to maintain.
To me it is pointless to grind all 4 characters up to where I want them ALL to have max. agility, max health points and all those things that I want for all characters. So getting those same skills 4x seems pointless to me.

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I am one of the people concerned about skill points (as you have probably read). I do not think I want all the skills. I do not need or want to max my shovel or hammer skills. I do not plan on maximizing my stamina skills at this time. But I would like sufficient skill points at level 50 to do more than I can now. Maybe for me it really is just getting more points than I have now. I want to be able to craft everything in the game and make my own weapons. Maybe not as fast as someone that is specializing in crafting, but I want to be able to do it too. I want to be able to survive on planets once atmosphere is introduced. I do not think I should be able to take down a titan or some of the other animals solo, but I should have a chance against the current level 5 mobs. I do not want to have to switch characters to do this. In the RPG’s I have played, part of the immersion is sticking to your character. Switching kills that part of the game. I know a lot of people like having the alts. I do not think that should or needs to be taken away. I could support a model that allows people to not have alts but trade that for bonuses in the base character.

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I think it’s all talking without insight until you all share exact profiles you want to create but lack points for it. I’d appreciate a couple 100s more but I don’t see how is it hard to maintain a few chars but it’s not hard to grind couple mil xp to unlock 10 more skill points? Something just doesn’t add up. Devs were very clear that roles will be distinct, one point where I think they made a mistake is that for example power affects both hunter and miner/gatherer, I’d broke that into two skills, same goes for dexterity, faster hammer/faster sling, not good for making roles specific imo.

I think that there will be more distinction between roles in future and that it will make more sense why you can’t be three roles at once. The issue now is that economy and other stuff does not work for all roles and you just want to be able to do everything because otherwise you can’t engage full experience of the game. I hope that when everything falls in place this topic will cease to pop up.

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This is great feedback – it’s nice to put a number on it. We are currently working on some new skills, particularly around crafting, and will rebalance the costs around that. Once that’s been done we’ll check the skill amounts, I think you’re right a little more would be good either by reducing costs, or increasing skill points.

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I have heard it mentioned in I think another post that I can’t remember, about having a system similar to World of Warcraft where you can make one character but at a certain level you can get a re-spec that you can level and switch back and forth with the main, which would be quicker than starting a new character and switching alts all the time, would that help with the problem you face and you can also have more then one re-spec

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After the SP reset from a couple of days ago, I’m pretty happy with the SP allocation. I was able to allocate my 500 SP to max out Hammer Mastery, Luck and Slingbow which allows me to run smoothly for both mining and hunting. And I’m level 37.

Now beyond lvl 50, yeah, would be awesome to get extra points, but I also understand the part where you should create an alt.

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Yeah I agree, a few hundred more would make the work to get to lvl50 seem much more worth it :+1:

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200 ish extra skills would be great… i used the last skill reset to offload all of the crafting skills onto an Alt and use my main to focus on Mining/Hunting.

max power dex & luck
80 mastery for hammers & bows
60 agility since i find Crits to be of minimal help and im happy with “fast enough” movement
40 vitality seems like more than enough hp for now
Both high jump skills (No air jump) good enough to cut grapple use by about 75%
Max Durability bonus
3 points in health regen (50hp / 5secs)
max inventory

this has worked out quite nicely:
i still have 338 skill points left @ lvl 48… i would love to shoot for the “0% death penalty” but im not sure i would have enough points considering the increasing skill costs as you invest… also that would leave no room for when stamina is implemented, chisel / grapple mastery become useful/attractive… not to mention the rage/focus mechanics, and environmental / damage resistances O.o

part of this means that the devs have made useful and attractive skills that force us to make compromises… “do i want 2X duribility? or 0% Death penalty?”

on the other hand is there really enough skill points to specialize without sacrificing every quality of life skill? Especially when all the other mechanics finally make their entrance. Lances and Bombs Oh MY!!!

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Grapple mastery is attractive though… It does make a difference right? I’m not imagining it?

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I have never tried grapple mastery… the “out of box” experience is very nice with 0 points (I use ruby grapples)

What improvements are you getting?

I believe it increases and fire speed/reel speed. Basically all aspects of the grapple.

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Make it randomly break/grapple out mid air and let’s see who don’t put points in grapple mastery once they fall to lava a couple of times. :joy:

Seriously though, we might need harsher or different type of penalty for not using grappling hook without the right mastery. They don’t look like worth the points currently.

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anyone investing in chisel mastery? :wink::joy:

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Not here… but one way to make chisel mastery worth it… would be to have each point in mastery increase durability substantially XD

something im sure all the sculptors would go nuts for ^^ considering the costs of the precise chisels

that may be the case… the main things i value in a grapple is its range, ease of aiming, and a real speed that is “fast enough” to evade danger within reason. all of those requirements are more than covered by the ruby grapple even with 0 mastery

i think the only thing that would get me to invest in grapple mastery would be if 0 mastery drastically reduced range and caused it to have a trajectory similar to the iron sling-bow ><

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