Meteors and Oortstone

There was debate over balance between solo and co-op experience in game, going back to early access time. And I was on both sides of the fence, as my thinking evolved - was trying to see the difference between what suits me and what is really good for the game in terms of creating sustainable player base and experience catering to larger audience.

Originally devs designed a lot of systems as achievable mostly by co-operation (portal costs a primal example), and difficult for a solo experience. The jewel of the crown of co-op gameplay was supposed to be the titans system.

But there was a lot of pressure to allow more to be achieved through solo experience.
Eventually a kind of balance has been established where a solo player can actually do everything that a group of players can, given enough time is dedicated.
So, when the full release happened a lot of potentially group activities were already doable solo. Guild system with its buffs was another attempt to create a more co-op experience - a community oriented layer in game-play. But again, even that is doable by a solo player, even if not an easy task for a more casual player.

Boundless has history of trying to find the right balance and a recipe for that “perfect” MMO experience.
Things have been changing a lot over the years and there might be more twists in future with the new owners.

What a ride! :sunglasses: :heart_eyes:

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This is exactly my hypothesis. I believe the initial roll on oort happens first, then gets bumped quickly off the screen by the other drops, with the “extra” oort appearing at the end where it hangs for a few seconds and is visible.

it is a known occurence - that’s why I am watching my oort in my inventory when hunting (be it solo or in large group) and don’t pay attention to on screen log info; I like statistics and I watch my per meteor average; I don’t write those down to have a large database over time, just look at how things go on a given hunt and compare it with what I remember from past times; the lowest I remember getting from a t6 on a high end world on a group hunt is 4, and the highest was over 20 (can’t recall how many example)

so - when I say I would like the attributes weigh more and random factor less, I address what I observed in game, and I would prefer my max possible oort to be below 20 but minimum to be bound to my Luck and grow up with the attribute; both ends could be bound to the attribute actually with each point of Luck adding to guaranteed minimum and lowering the possible maximum (although possibly lowering high end slower than increasing the minimum)

actual problem is not just random factor being substantial, but also the fact that Luck doesn’t affect any particular meteor drop, but instead affects the total drop number, which is then randomly distributed between different drops (although some drops have more weight and others less of course); so, since there are ores, fossils and such dropping from the meteor, one can get 10 oort from 15 total drops and 5 oorts from total 20 drops and that’s the frustrating part;

so, the fix could be actually designating oort as main drop and tie its number to Luck attribute, with guaranteed minimum increased with each Luck point, so that a certain amount of total meteor drops is always given and only the remaining number distributed between ores, fossil, tech etc.

EXAMPLE: if maximum Luck guaranteed at least 4 oort stones +1 per level of meteor (so, 10 for tier 6 meteor), the system calculations would look like this >> STEP 1. total drops are calculated (let’s say it rolls 21) STEP 2 guaranteed minimum oort stones is given (let’s say 10 based on Luck, no random or minimal random factor here), STEP 3 remaining drops (11) are distributed randomly between all kinds of drops, including additional oort stone (it could give for example 3 additional oort stones and 7 ores and fossils/techs);

Best thing to happen though would be removing mineables from meteors and have meteors its own unique drops only (oort at this moment, as long as it’s not mineable, ichor and maybe some new resources in future)

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“This is gonna be a dumb question, I accept that upfront, but are you checking your bags or the window cause sometimes I see 2 oort or 1 ooortt when I really got 18.”

This.

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I normally see this also but i normally add 1 before the # it says cause that’s pretty much the amount I got from that number like seen I got 5 oort but in reality I got 15 oort or I got 9 oort but really I got 19 oort :laughing:

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As Cookie and Misfit both stated. The number you see pop up is a false report. unless it is a dormant in which case is normal. But on hunts we have discussed this many times. DON’T believe the number reported. Always just check your inventory and you will know how many you got versus had.