Poll : How hard should the highest tier worlds be?

I’d love to see frontlines of the oort worlds be something VERY hectic and challenging that’s just me though. As dumb as this may sound it would be great if those worlds contained content that was both difficult for groups but also possible to be done alone even if it was pretty much a suicide mission. nothing beats the feeling of doing something people would usually call impossible.

Given that you worded it ‘‘front line’’ i would imagine you too have watched SAO xD

That as well as from what i’ve been reading, in this post anyway, is that people would like worlds to have a tiered difficulty and seeing as how the devs plan on making it an MMO the game would need to grow with its players or it would become very dull. the highest tier worlds could be considered front lines since it would be the focus of most of the combat/building.

its not us who started with tiers, its the devs

https://forum.oortonline.com/t/design-about-the-oort-online-gameplay-loop/250

also its not going to be SAO ‘‘1 team beats a boss and everybody can go up’’ but more like ‘‘when you have killed a titan you can go 1 tier up’’

we dont know how high it will go in the end though, i would imagine something like 5 or 10 tiers. just cause of the numbers, but as i also mentioend somewhere i think we should have tier 10 and then 10+ and 10++ etc

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Ah. Well dang. feel like such a system could make for a very entertaining experience and encourage a lot of group play. the community so far from what i’ve seen in size would make it that much more enjoyable. but i can also see how such a system would be very flawed.

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I´d also love to see a tier(advancing) system that encourages group play.
I think they should handle it like WoW did:
A titan of your current tier should require at least a group of 10 people(like a raidboss in WoW) but if you advance one or two tiers, get the corresponding equipment and skills and then come back to the titan of the previous tier you should be able to solo it.
Same goes for the

but only with 3-5 people required.

The reasoning behind this?
Well, If you can solo everything and there is no need for grouping this game could as well be called Oort Offline.
Also, like already adressed in @Zouls “holy trinity” post (and many others), there may be dedicated classes and if you are dedicated tank you may have enough defense to survive the titans attacks but lack the damage and heal/sustain that is needed to survive his attacks long enough to kill him alone. The same goes for dedicated damage-dealer (lack of defense and sustain) and dedicated healer(lack of defense and damage)

the one mentioned was this:

https://forum.oortonline.com/t/holy-trinity-healing-regeneration-potions-food-and-oort/566

i dont think there will be dedicated classes in the general sense, but hopefully there will be playstyles for it. (sorry to bring it up again) TSW. you had 3 types of gear, they all had a basic stat (some dmg, armor ish) then there were 3 types fo gear, healing, tanking and dps, Healing gear would give ‘‘healing power’’ tanking gear would give a ton of hp and resistance and dps geat would get more damage + penetration. even though you can make any skill build you want. there were still some restrictions. like a healer without healing gear could work, but it is very hard.

so to refer back. not really classes. but most likely certain tradeoffs (more dps means less health, more healing means less dps. etc…) if you dont then you will end up in a gw2 situation, though i like the game the dungeons were horrible cause there was nothing like a trinity, it was just every man for himself.

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Ouh, the results went missing. But yeah, most people wanted to have it rough and tough. The idea for tier + and ++ is real good. I love it if there is no upper limit in difficulty. On this way the players themself with their game skills set the maximum possible, what is to be encouraged :wink:

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As long as the hardest difficulty tier doesn’t punish you for not using it and resources can be found elsewhere (if in less abundance). I don’t want the game to become an mmorpg like WoW, it’s not like that.

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Curious but not very detailed, can you try to share what you mean with this statement and what you believe Boundless is like then? :smile:

I don’t see the game as a game littered with creeps where you defeat them to get loot, we already have trove and I doubt the execution would be done better on boundless.

IMO the game at its core is community, exploration and creation. Combat can be there, but does the trailer or any media surrounding the game show it off as a combat oriented experience? I think not, as any player of trove will tell you, combat (of that style) gets stale.

I didn’t read the whole thread as it seemed there was a lot of idea repetition.

Here

Here

Here

Here

Here

Here they are on the way to attack a titan

Here

And then here here and here

and most the point of this discussion, Here

I have alot more to say to you, but sadly i promised @ben to play nice. so i wont.

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well, I think that with the world builder anyone can do worlds so those with private or public servers can do these and try them

Didn’t say there shouldn’t be combat. Just said that a tier system with numbers (visible) wouldn’t suit the style of boundless. MMO style combat like Trove don’t make combat fun or engaging in the long run.

That’s what you said in your posts, something about 10++ tiers, correct me if I’m wrong.

“rich first person ranged and melee combat”, having bigger numbers doesn’t make combat rich, I’m not arguing against combat. It is necessary, I won’t argue about how in depth the combat can be but what you were talking about is some sort of tier system, having weapons of different tiers. (1 to 10++?)

Combat can enrich the game with a community, look at WoW’s endgame. I’m arguing against the fundamental way you want to implement it.

Also if you look at the rest of the website, you can see that combat isn’t the main priority there, it takes a large role, but isn’t the primary. There’s a section on world generation, block types, becoming a citizen, building, beacons, portals, collaborating on builds, guilds, economy, owning a world, exploring, creatures, unique worlds but three sections dedicated to combat.

Like I said, combat can be there, but it isn’t the focus.

Haha, this is quite fun, ^^

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We arent the ones who made the tier system, it’s the devs. again read this

we were just discussing HOW hard they should be. i think they turned around and said that they are messing around with it atm and see if they can change it a bit, BUT AT THE TIME the post was made and we had this discussion, this was the plan.

Context and time period matters. For an overview i would recommend looking through the dev logs, they contain alot of info on plans and such.

Sorry for being annoyed, i just saw you as yet another arrogant guy who just bought the game and is like “Hurr durr it HAS to be like this cause i said so” i would recommend instead of claiming something, ask if something has been mentioned, i have been with the game for 1½ years like many of the others and i basically remember near everything said by the devs and i wouldnt mind answering questions :smile:

From playing the game as is right now, I didn’t get the impression that this was the route they would want to choose. It’s their game not mine, but I don’t feel like the game revolving around a tier system is the way to go.

How can a tier system of weapons work and be balanced (or not dramatically unfair to new players) in pvp?

However they choose to implement a system, I hope it turns out as well as other aspects of the game. It is a make or break feature. I think tier systems are unnecessary and don’t add to gameplay, I played many hours of trove and the end-game is stale. It depends if the devs go pve or pvp and how the end-game is implemented.

Whatever they choose I don’t think it will detract from the game if they execute it well.

The number of tiers doesn’t really matter, it should be long enough that it feels like it doesn’t take forever, but not too long that it becomes a grind. The end-game is what matters, it makes or breaks the system. The people who enjoy the system the most are the ones who are going to stick around for the end-game.

a proper made game doesn’t need to focus everything on an endgame, i know for many games that is really the case, but there are also some that focus on the leveling as an experience rather than it being a means to get to the endgame, gw2 is a good example.

by pvp im assuming you mean “mc style you can kill everyone everywhere” that wont be, in general we talked about pvp and pve specific worlds on the server, but the devs went out and said that “it would be hard to balance it around PvP so we wont” they talked about a potential idea of PvP was “fun” pvp as in competitive games or stuff rather than just go stab things to death.

you keep mentioning trove, this ISNT Trove, just because they are voxel RPGS both of them. Trove was a mediocre RPG with non interesting progress very boring worlds that all looked the same and the entire point was just “go to dungeon, destroy it, go to next dungeon, destroy it, go up to next world” As you said so yourself it isnt about combat entirely, its also about guilds, building, crafting and progress. Progress being the biggest difference. You seem to compare it to Trove and Minecraft, but when i hear Sandbox mmorpg i think SWG or The repopulation. The tiers as they were. should be for those who WANT to do combat, that is why i think its fair that you have up to say 10 tiers and say “this is for the casuals” and then the + and ++ for the hardcore fighters. The tiers shouldn’t in my eyes affect your progress otherwise, you COULD explore tier 1 worlds, master crafting without leaving tier 1 worlds etc etc. that is something i think would be important. I’m definitely against a sort of “you cant go above 120 in swordmaking unless you have unlocked tier 5” but the upper tiers should mean stronger enemies. i dont believe that boundless will have levels but instead be more open ended, which is why i think progress should be tied to somethign ELSE. even though that is also kinda weird atm, i recommend you read this.

They havent been too direct atm on how progress will work, but given that they planned for tiers i think its safe to assume that there has to be SOME sort of combat progress, because if there wasn’t then there would be no point, there would be nothing to strive for.

If you want to go explore and build you should always be able to, but i still believe that the idea of having to kill a titan is a good idea, because if you cant kill the titan of the previous tier i would assume that you would just get destroyed on the next tier. you should earn your way up, not just be handfed everything.

You keep saying “mmo combat” what is that? is that just anything which isn’t minecraft “hold left click to win”? because mmo combat really isnt a very well defined term… Trove had minimal skills and combat which made it boring in my eyes.

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Totally agree with you, I also see B< as a game that mainly revolves around social features/interaction and engaging the sandbox. Not an in depth combat system.

They already gave us a hint about the planed combat system a while ago (so this plan might already have changed several times without anyone in the community knowing):

Which I interpret as: You´ll have 1(or maybe 2) “action skills” and the rest of the combat will be done by “aim and click” like it is done in Borderlands. Eventually we´ll get a melee system that is similar (I suspect it being a lot like Skyrim).
And that sounds like a concept I can totally get behind.

He´s probably referring to the hotbar that most MMORPGs use.

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Which trove is a ■■■■ version of, if anything trove is LITERALLY what you suggested, “2 skills and then just click and shoot” and it was horrible, but we have discussed this many times. i think skyrim combat was just boring and dont find it to fit MMO’s at all. but matter of taste

But i do indeed think there will be social and explorative features in the game. I for one look forward to playing a crafter. However i bought the game as a sort of “Easier version of SWG with proper combat” sandbox for ME doesnt mean “Lulz its all about building and derping around” but rather you have the CHOICE to build, or craft, or fight. I believe that the team will come up with something pretty good. but to explain it better, if they said they would make “skyrim style” spam click combat, would be for me the same feeling as if they turned it the other way around and said “you will only get 5 blocks types to build with” it could theoretically work, but it would be a dang shame.

GW2? That sort of scope is out of this game’s league (for version 1.0), what mechanics that game has are too difficult and time consuming to produce without neglecting other areas (for version 1.0). Don’t get me wrong that style is great but I doubt you could implement that in this type of game with all these other aspects. I wouldn’t mind if that was there in the future, but probably not for version 1.0

Honestly, skyrim combat is the easy way to go (for version 1.0). I don’t mind if it is used like a placeholder for something better down the line. You seem to feel strongly about the combat, I have experienced burnout from lots of combat engines before and I doubt Boundless can change that if it mimics them. Tell me if I’m wrong if the combat engine you were talking about was along the lines of WoW and quote a relevant post of yours alongside. I got the impression with the tiers you were talking about.

So how would you make/envision combat (at a basic summarised mechanics level)?

For me reasonable combat expectations for version 1.0 are:

  • 1.* click an enemy before a range limit to hit them with melee weapons, projectiles for ranged weapons with momentum and gravity mechanics
  • 2.* 3 enemy types with 1 or 2 variants each
  • 3.* 2 to 4 biome specific enemies
  • 4.* 3 to 4 protectors
  • 5.* 1 titan
  • 6.* 3 to 6 tiers of weapons/armour
  • 7.* 3 to 4 types of weapons/armour
  • 8.* recoil mechanics on enemy hit and yourself being hit
  • 9.* better health indicators

Things to expand on after version 1.0:

  • 1.*more weapons/armour/enemy types
  • 2.*more weapons/armours/enemies
  • 3.*creative weapons/enemies/bosses
  • 4.*special on hit effects such as poison/burn
  • 5.*explosive enemies+weapons
  • 6.*wind/water pushing mechanics for enemies and weapons
  • 7.*mounted combat
  • 8.*momentum affects damage
  • 9.*revival of other players
  • 10.*aircraft combat
  • 11.*oort technology
  • 12.*overhauled combat engine to closer resemble another game
  • 13.*and more
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