First, bring back bomb mining but have them not deal any damage to blocks without forging a stat on it keep bomb mining like it is now until this is ready to introduce
Second. Bring back getting mats from trunks, growth, corruption, foliage, and anything else i’m missing whether it’s wild or player placed. We don’t need more difficulty and time wasting.
Third. Bring attributes back to how they were in the patch before 1.0. There is no reason to nerf attributes or luck.
Fourth. Stop adding materials to crafts. Take back all your changes to recipes with the last patch and if you feel materials need more use, then add new recipes or alternate recipes that use those materials.
Fifth. Bring back the testing server to test these things before you just throw them out on an officially launched game. This is a ■■■■ show where you throw out these experimental ideas onto the live servers without a testing server.
I can get behind the idea of bringing back test servers. But other things not so much.
1.there is 2 sides on this but i dont like bomb mining so i just say its ok atm to this.
2.this is actually good thing that they got a grip on this. No more “cheeky” ways getting mats lol.
3. Yeap i can +1 this.
4. This is kinda good that we get some use for useless things… minus side this adds more grind to a game.
I don’t like bomb mining either. But I wanted to offer a fair shake to them.
It’s not cheeky. You already gathered the material once. You’re still doing all the work by replacing it and gathering it again. There is no reason to make it so we have to go out and search for plants or use regen bombs to gather useless materials like growth and corruption just to get the materials. I believe keeping it how it was makes things cheaper and more easily obtained by everyone. Tell me, how are the prices on Shimmering Orbs and Shadow Orbs now?
Glad we agree <3
If this was still alpha nobody would care if they change up recipes in the game or tweak ones that are too hard or too easy. But this game is officially launched, you don’t pull ■■■■ like this on your playerbase.
Only way I see’to balance bomb minin’ would be to make it so any resource damaged by bombs gives 1 max of that resource, and has a 50% chance to be destroyed. It’s too OP and leaves no room for end-game mining stuff.
Why would you want to be able to exploit the game by placin’ growth and harvesting it over and over. You make it sound like a feature, it was a bug, right?
Everything else I agree.
edit plant surface resources are super abundant now everywhere since resource regen was fixed, I think prices are gonna drop.
I think it is different when you place 10block high 3x3 growth towers and shovel those with 3x3 shovel. Dude have you seen that kinda places where you can do that in game naturally?Those grow on trees separately and such. Its so not “the same” . You gathered it yes. But will you place them same as they were you gathered them? Obviously not. Cheeky or not. Its not part of the game anymore
I loved Bomb-mining but it was absolutely imbalanced the way it was in 198. Even without the exp from the blocks it was too fast to gather materials. It needed a nerf badly, but this patch just killed it (in a bad way).
The thing that made bombs imba was the range, a simple 2m or 3m bomb was fast but not too overpowered. A 5m or even 7m was just ridiculous. I remember the first 5m I used I was honestly a bit disgusted by how imba it felt.
Nerfing is ok but pretty much removing it, is not a good solution.
Boundless may be marketed as an exploring and building game. But let’s be honest 50%+ of the time is grinding for mats. And removing a collecting method is removing game-play.
Mats from placed Blocks, i’m torn with this one. On one hand Blocks should drop mats, but farming shimmering orbs in ones basement was kind of cheesy. Adding “Farms” would make this awesome.
I didn’t see how the stat nerf was needed either honestly.
This one’s weird. I get that some mats were useless, but just making stuff just more expensive seems the wrong approach.
The attributes were not deliberately changed, hence why there were not in the release notes.
We’re investigating what has happened and will fix them ASAP.
The Testing servers are still running, and are still used.
In this particular case we were trying to get something online quickly to resolve the server lag issue which was causing problems for many players.
There is a trade off between speed and quality, and in this case the quality has been hurt by trying to be too quick.
We will continue to use the Testing servers in the future to allow the community to help discover, report and resolve issues before the updates is deployed to Live.
Somehow i’m surprised to hear that this was the intention. There is tone of stuff additional to this fixes for server lags and a lot of problems community saw were in completely unrelated places (attributes, crafting changes, etc.). While I can understand lighting as part of lag problem (maybe somehow), it looks like you basically dumped whole or big part of “development finished” backlog, not patch for particular problems.
i quess some of those things that where not announced just made it into the master branch of code for a later patch maybe, and then the server issue was fixed also on the master branch, and so the other stuff is also in the master anyhow.
that happens, typical git issue.
im not a fan of bomb mining, but since alot ppl complaining about this, there maybe should be another solution, that nerfs it but not kinda removes it.
I liked the idea with breaked ressource blocks giving 0.5 the amount of ressources out of it, or just ignoring the luck stat would be fine to
i dont like the fact that i can place a trunk and harvest it direct over 3 hours to get saps.
i could write me a bot in a few minuts and could make thousands of orbs overnight, and i think other people could do this aswell.
Also it feels unlogical to me.
also: the turorial tells us this is not gonna work, so that it was working was a bug.
i wonder why so much stats changed, also with such a massive stat change, you guys should at least roll out a free skill reset token for everyone.
this is my biggest problem with this patch, the game is allready grindy enough, getting the spark for a decent amount of bricks was hard enough
Specially with no compactor coils wich are damn expensive for a normal player.
(in our town with like 30 people in it, i am the only person with the 500 power to compact soft coal)
And now we need to waste more extra Time for ash and mud?
you could also just add “decorative bricks” or “shiny bricks” or something, where we take bricks or brick mixture, mix it with ash and mud for another texture of brick, to make use of ash and mud.
my suggestion: put in new levels of stuff to make use of that ressource, then you can also sell this as new feature/prop rather than make the game even more grindy as it is to get the same stuff.
where its technically just a new texture that make ppl happy.
Only for you. The planets are different, and there are no buildings, no portals, no option to ‘cheat’ in someway. So, I’d be glad to help testing on a beta server, but at least give me a copy of the current universe.
Bomb mining, I was first against it, then I tried it last it was fun but little bit too fast. Still this fix was too strong for many players. Maybe some sort of new boon (or augment) like material saver from forge would be enough.
I did use this method to acquire orbs in last weeks, there are planets where it is possible to gather growth still easy combined with regen bombs, blocks are just more durable. Still this option gave more value for certain block types and is that really bad if some players decide to waste their playing time of doing repetitive task like this.
How stats have changed from before? Something to do hp and energy max scaling before new skill system or what? To me luck is kind of hard compare because of old universe planet levels to this launch one has some effect as well.
I hope changed recipes would be listed on future patch notes. Game is so much centered around crafting that listing detailed recipe changes is IMHO needed, if notes are given early and related to balancing game releasing recipe changes after patch is live would be enough.
I didn’t like that brick recipe did change but collecting mud and ash isn’t too big additional task for me when I need bricks.
I guess testing servers weren’t needed for this patch, most likely devs will ask player participation on testing when it is needed.
To me worse thing this patch did introduce was energy regen keeps reseting 5s timer until you release action button.
Still I think that much of this new patch is just too new to comment properly yet, for example how hammer mining and surface resources change game from now on.
Before, you used spark to compact clay, and again to make the mixture, and you would get 2 bricks from 1 mixture in a furnace (using some fuel to cook).
Now, you add some mud and some ash (those don’t need compacting), the same spark as before for the compact clay, and the same spark as before for the mixture, but each mixture makes 4 bricks.
So you’re using less spark for each brick made (almost half) and less fuel in the furnace (half). It’s a lot cheaper in fuel now.