No absolutely no to the meteor idea you already get something rare and valuable from that and that would be your Oortstone
Boundless is a very unique game with systems that are different from others. This game would need more monsters, dungeons, treasure chests, to get item drops from monsters. You don’t have to spend too much time if you have the right equipment, and know what you’re looking for.
I have a life, and I am still able to collect resources. I just go to the planet with my atlas, tools, and get on it. There is 100% chance for people that “have a life”(including me), to get these resources.
The ability for a player to go to a T7 and collect awesome resources does not make the game unbalanced and unfair.
Boundless is an open-world, MMORPG all around. There is skilling, building, farming(now), hunting. There is not only one thing to do. I do think we could use more stuff build with, and so imo the devs just need to give a content drop of blocks and new doors and such.
The game needs more monsters. You can find resources on planets. I think item drops would be fine if it was a monster like giants/titans. Or from a dungeon chest. I could also go for @bucfanpaka 's idea. (additionally)
RNG means you get % chance to get the rare items, and mostly those % is very low.
Or only monsters who has meteor buff on it will has chance to drop those new blocks.
% drop means devs can modify it very easier all the time, and mostly can done in test server before the patch release.
It will be more like one meteor drop only 1-2 people will get the rare blocks. People in the team will “wow, so nice” at the same time. It make players who is lucky or finally get what they are looking for more happy i believe.
Honestly, having to fight through a T7 meteor, with no guaranteed outcome, sounds like a lot more work than just digging down.
Well the problem i feel what boundless have is they make this game way too “unique”. This why most players can’t understand the game at first place. And i believe this is one reason that the population keep decreasing with the speed that is hard to believe. If they want to attract more people to the game, they need to start to create some normal things lol.
For your second point, its hard to prove who is right, because everyone has different job in real life, and what we want to focus in game is different too. I am not the only one who mention this game is very like unpaid job on the forum, and you can find these kind of topics very often.
I agree that the game need monsters, but its even harder for the small team they have now. This why i suggest they should apply most rare drop to meteor because this is the only system similar to dungeon at least until next year. ( I really don’t think we will get dungeon in this year lol)
You will still get shards, and drops by monsters. just low % chance on rare drop for everyone. And shouldn’t be in T7 meteor only. Should be all meteors. (but lower chance on lower level meteor) At least for me, its better than walking around for 3 hours and get nothing. The worse case, you can still get shards and other drops. and most important is everyone get equal chance for rare item no matter when you can play the game.
The issue goes way beyond perception and reality and whether resources still do exist. It goes down to the fundamental player values and player game systems that you have tried to attract into this game and the friction those two styles create when you try to put them into the same sandbox.
I do respect the opinion around resources being rare and fully understand that people play the economy and can make healthy amount of money from doing so. They deserve the reward for that effort. I like the concept of rare items and an economy too.
I do also like the concept of all people being able to get resources (even rare ones within reason) without it being locked behind a “time” or “able to play” gate. This is the issue we are having primarily here and it needs to be fixed because you drive players away when they cannot have some access to a resource or have to spend 50% additional effort because all the “easy” and “somewhat easy” rare resources are taken. When you continue to destroy the “needs” of the casual gamer you have to start to deal with the results of them leaving the game or becoming more disillusioned with it.
Many people say to just use the economy as an excuse on why rare resources are needed but that option completely falls flat on its face because this game does not have a robust designed and widely available economy that all can easily participate in. The coin taps along with the player base are limited and because coin is only plentiful for a select few there is another group of gamer that is left out because they cannot afford or will not pay 1000c for a single seed, etc. The healthy and rich player base gives the perception that the economy is working when a whole group of people can’t even compete or succeed in any way. Even if they did, the additional work they have to now go through to get the money to buy that resource turns them off and adds to the disillusionment of the game in general. Leading to more people just leaving.
Added to that we have the builder group that just wants a more creative mode or the ability to explore their creativity without the hassle or limitations of rare resources or an economy hoop to jump through. Or the group that doesn’t mind trying to play in all these game systems but really isn’t an expert or has the time so it all turns into a grind and they aren’t happy.
All of this boils down to a big problem with this game - competing needs and play styles being forced to interact in a MMO world in a rare/common resource game design that has a variety of immature game systems pushing up against mature game components. It is a tinderbox waiting to happen and we have seen the passionate arguments due to it and the collateral damage of dwindling player numbers and lackluster moments of growth. The value systems of each play type has not been balanced enough to give everyone the play through they want. So some group is not feeling fulfilled enough and they ultimately leave the game or participate in almost no parts of it.
The rare/value game model must be revisited and the Developers need to decide how important it is to the game. The “builder” versus “economy / MMO” game model needs to be balanced better too. If we are going to have rare items and except to have an economy that charges 10,000c for a block we had better have a mechanic that gives people the ability to earn the 10,000 coin. Using Footfall as that primary income model is not the answer and just introduces a whole bunch of hostile interactions. Rare needs to be rare for all - e.g. the OP that rare items have toxic values to limit interactions or we just need common items everywhere but hard to find.
The first easy fix is to just make Exo’s spawn in a variety of time zones and to lock out the Bots. We should not be allowing any form or fashion of hacking because it is continue to propagate and enable one group of the community over another. Allow the Exo’s to run on the actual schedule system you have and provide enough variability that people have to work for them. Then also revisit if the Exo planets are the best place to really have “rare” resources because they are locked behind not only a “time” gate but a “cost” gate. You are hitting people twice where it is not needed. Furthering the disillusionment and as you put it “perceptions” that this game is not the game for them.
The economy system needs to be on Crafted goods and Player Services and Player Interactions instead of “found resources” because that allows both the economy and builder personas to play together in the sandbox. Infinite resources for all but paid custom items and tailor made services.
Tbh I think if they made the game f2p that would cause a jump in new players. If you look at the top global selling games on Steam some of them are free. I also think that there should be tutorials or something for the beacon/plot system, and finding players/cities. Since the beacon/plot system is unlike any other game.
Yes for sure everyone has a different job in life, but I still have a life, and things I do. It can’t be ignored. Of course. I have seen players say that. Imo, portal maintenance is like a second job. I think that portals should last as long as a beacon is alive, but then that would hurt the Oortconomy.
I’m not 100% sure about how I feel about adding it to a meteor, since drops from meteors are ores and oort, there aren’t any block/liquid drops. (if it was in meteors that was on the planets that had that as a resource then I’m ok with it)
Exos do need to stay on a consistent schedule of spawning, this way players who feel like they can’t get enough resources will have more chances.
A large builder content drop should happen, so that builder’s have more stuff to play with.
They can - there are many, many ways I can think of newer players can carve out a niche and thrive in the Oortiverse here. There are as many ways to play as there are players, many forms of success, a multitude of paths to get there. It is just a question of getting the needed knowledge and support from the community at the critical period of the learning curve where we seem to lose people. My thoughts in general are: getting in the right group of people, targeting those who will fall in love with the wonder that is Boundless while accepting that it is continually evolving, and willing to be part of that process. Then, once here, making sure they are supported, that they know where to come for help, that we’re here for them. I believe it DOES work, even with needing some tweaks like we’re all discussing here - but that we just have to be more careful of folks falling through the cracks before they reach that point where the hooks are really in and they’re addicted as many of us are. 
Rarity is only in this game for the economy. Nothing in here is hard to get and this game requires very little “skill” to play, its all timing and luck. Atlases took any knowledge requirement away from getting resources. You either get there when the exo is fresh and you get a large return for time spent, or you don’t and it quickly becomes not worth it. Going to an exo is literally this simple,
Are you level 20ish with full atmo prot and warp skill?  Check.
Do you have an atlas and have you bought a single piece of well-overpriced resource?  Check.
Are you able to play long enough to make it worth the travel? Check.
How easy this game is to play is part of its charm. The economy portion of the game is the part I see as the biggest detractor. Its ran by people, and people fail at what they do all the time. Very few have enough bulk at a realistic enough price to make it worth spending the time trying to find them. If it wasn’t for the folks at the golden fist, shameless and the slingbow depot, I wouldn’t shop at all and would still be making my own forged goods. So thank you to those shopkeepers for being awesome! You have saved me many hours of time with your shops.
Edit: And before I get torn apart, I’m sure there are other great shopkeepers out there. However, these are the ones that have always been reliable for me.
(Not picking on you Xal lol…just responding, my 2c - ppl see things differently sometimes)
Farming was just added. How did people get exotic yams before? From cactus. Can people still get them from cactus? Yes. Farming added and ADDITIONAL way that people can get exotic yams, if they’d like. However, people can still go get all they want from cactus.
It takes 10 minutes to go to an EXO & start running across the planet & finding resources. My friend spotted one of the current EXOs before the bot did, told me about it, and we went there. Found some resin right away without an atlas.
These items & planets are special/rare, and we need such items in this game. People in Trove rage about not having as much coin as others, rage about some dragons being too hard to get - “it’s not fair”, that it’s not fair some people got the Vanguardian…it is fair because I spent 2 months grinding my azz off to get that dragon. Does this drive people away? No. It gives them something to strive for.
People in MC rage about not finding diamonds & it’s not fair Jimmy found a bunch, has all diamond equipment & armor. It is fair because Jimmy has been digging for a month to find all of those diamonds. Does this drive people away? Obviously not.
It’s not fair that some people in Runescape have millions of coin & dragon armor. It is fair because it took them 36 months of grinding to get all of that. Does this drive people away? Since 100,000 people play it every day, I’d say not. Are the RS systems intelligent & complicated? Yup.
MMO sandbox = people playing how they’d like to. If people don’t like this genre, MC Farmville & CandyCrush are available.
What about people that enjoy exploring & gathering? Why should they be restricted from selling and only builders & crafters are allowed to?
All good… I took the chip off my shoulder this morning with a visit to the doctor…
I would agree on some level that some people are not driven away. But others are. Just like a toxic forum can drive people away so can an excessive amount of work in the game. Many people just don’t play parts of this game because we are tired of having to work so hard to compete. It isn’t about being fair. Instead it is about being accommodating and deciding if your game wants to increase the types of players it has or not.
So I like striving for things but in the end I will just stop playing if the current design of forced rarity and player conflicts never changes in the game. The value of what I get back isn’t worth the work to get it. The rarity provides me NO value in building and only economy. I want the asset because it looks nice and don’t to have to beg, borrow, steal to get it.
So in fairness you are taking my “fair” comment and linking it across to many domains. I take the responsibility that I might have explained it incorrectly. I meant “fair” in a general way not in the way you are contextualizing it.
Yes but when you aren’t providing a fully designed environment that allows healthy competition you will lose in the larger perspective. The game is having a challenge in attracting/retaining people (clearly proven this year after release). The if you don’t like it you can go play other things is 100% valid approach but not a smart tactic to employ in the situation we face because you will not easily increase your player base with that mindset. We need a different mindset now if we are going to achieve growth.
I should have clarified my statement better. I kept it general to try to limit the novel I was writing. Found goods should be allowed to be sold as well. The difference is right now the model is focused on “primarily” on that as the only thing we can sell. So people are pushed into having to suck up all resources to increase coin. If we offer more of the things I outlined then the distribution of things you can sell increases and the need to only gather “resources” diminishes. Plus by changing the primary driver of the economy you can accommodate those builders more easily. This is not a “either/or” decision. This is a “many” and “options” decision. More inclusive behaviors provides abundance for all.
Same. I had some ideas of how to incorporate the black liquid into one of my places…I think it will look cool. I have no plans to use it for farming though. I was kinda hoping we could tint water as suggested on Gray’s thread (I’d tint some black) - but looks like that’s a no-go.
It says in several places that the game is still in active development - I think there is more to come. They aren’t done yet.
Edit to add:
Yes, if someone decides an MMO isn’t right for them, there are other games that might fit their gaming style/time better. I can’t think of an MMORPG that things are 100% easy & instant - if you don’t manage your time, you can get sucked in & burn out. It can start feeling like a 2nd job. No game can be everything for everyone (I can hear the devs in the BL office saying “oh yeah? Hold my Pepsi…”)
I mean it literally, not sarcastically, emotionally or in a condescending way. Some people prefer MOBAs or FPS and couldn’t care less about voxel builders or MMOs. Some people just prefer certain things. I can also see that some people aren’t familiar with this genre of game and some of their suggestions are to change BL from the MMO sandbox that it is. I hope that doesn’t happen.
Yeah I’m not sure why people can’t seem to make coin in this game. It’s so easy. If you’re a builder. Build something awesome and get foot fall. If you’re a miner sell some of the things you mine. Make a store in a busy mall. Get footfall(1000 coin per day ish if you’re store is big enough you can spit into multiple beacons giving you even more coin.) and sell stuff. Or sell stuff to baskets. Or mint it if you’re to lazy to find a basket.
If you’re a surface gatherer. Sell beans and orbs. People are always buying them.
You could even make glass and sell it. Forgers go through a ton of it. Silty and sand are everywhere.
Build in a big city for footfall.
I’ve been playing since launch on PlayStation. And I’ve earned everything I have in this game. Now that I’ve made lots of coin. I share with my guild and random strangers alike. Met someone yesterday who just came back to the game and gave them a Forge diamond grapple and decorative gravel for there farm. And checked out there place. Gave them some tips to make things easier.
If the above doesn’t interest you. Go hunt. Sell the oort and creature drops.
If Exos is all you care about. Go when they first appear like everyone else. If you don’t get there soon enough. Wait for the next one. They’ve clearly increased the amount of exos since farming came out. So I don’t think we need even more. Have some patience. Rome wasn’t built in a day. You don’t need to get angry because other people get more than you or have more then you. They clearly earned what they have. And grinded for it. Is it greedy? NO. You would do the same in there shoes. The coin is out there. Go out and earn it!
I think the fact that the game is not widely advertised and still has a small player base proves that the game is still in active development. And I think we can all agree that it’s amazing to be apart of it. Things will no doubt change and develop massively in the coming months, and we will most definitely see the player base expand massively when certain goals are met by the company!
(I’m pretty amazing in the PR/Advertisement sales depart if they ever need any help  )
)
I also think the price reflects this on different platforms. It’s half the price of a AAA title. There’s so much potential here its unreal, having played a lot of games, I see this game sky rocketing at some point in the near future. Timing is vital with this though.
the game also has micro transactions so you save $20 on a AAA tag but also have to deal with a pay wall the whole time you are playing
Which seems to be what most of this and other threads, discussing the rarity of mats, are trying to do. Equality is NOT everyone gets the same amount of x, equality IS everyone has the same opportunity to acquire x.
What paywall? Other than buying the game I don’t see one.
I believe he’s referring to plots and cubits…