Release 152: WIP Grapple, Metal Seams and more!

Don’t mind what it is personally, I just want some other coin source as soon as possible so we can actually test some sort of economy out :yum:

Marketplaces are essentially just placeholders at the moment until we all don’t feel like we’re clinging on to our warp funds!

All we’d need is 2-3 repeatable quests of equal difficulty handing out coins to give us some sense of an economy, make the handouts as low as you like until you’ve planned it better. Even 1c given for 15 minutes of questwork would stop the sinking ship :grin:

We’re all playing a vastly different game from what we will be in a few weeks time anyway based on what I’ve seen of the skilltrees, don’t be scared to make a minor economy change in the mean time :yum:

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Actually not. It’s only question of coins-per-gold balance. When here will be a farming and a hunger, miner will needs to buy food from farmers and tools by crafters. And their coins will spreads between other players.

Why gold? Well, why the gold was most common payment agent for humankind? Because everything is decay except gold. And don’t forget about its shine! It’s IRL.
In Boundless we need gold to point other planets and coins to travel to. It’s looks very adequately to use gold as part of measure value of every action and resource unit.

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If you can directly convert gold to currency I’d rather not have currency at all to be honest.

Warp is the only sink right now, if it was changed to a cost of resources and we switched from buying/selling plinths to trading plinths, I’d actually prefer that.

But all games use credits these days, so if we’re stuck with them I would just like objective based influxes like @luke-turbulenz said

supply and demand,something is only as valuable as the demand for it,if no one wants it the value would be small.

also a tiny problem with being able to make coins from gold,some planets have tons of gold and that would cause alot of people to move to them planets leaving other planets less populated.

If I could mint coins from gold I would spend a week mining on elopor and be rich but so would every one els. Then that silver hammer would go from 1000 c to 9000c. Thats just the first week. It would cause major inflation.

FYI - Sales tax is another sink.

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And what is the Oortian government doing with our taxes? I see no public works or services :stuck_out_tongue:

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Haha yeah I didn’t know this, outrageous!

Even more reason to remove currency altogether and switch to trading plinths :wink: (I know it’ll never happen)

It all goes into maintaining the arrangements of the planets and preventing them from ripping eachother apart due to massive tidal forces from being so close to eachother. You ever seen a planet in real life?? Venus has been in the sky recently, and it doesn’t appear much bigger/brighter than a star :wink:

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Man, I’d hate to see what would happen if they had to make drastic budget cuts :stuck_out_tongue:

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yes it seems like a spider web, if you use all 8 at the same time ^^ this was pretty funny, but this is a long time ago XD

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This sounds an awful lot like ordinary daily quests.
So I’ll probably have to spend my time with grinding my daily dose of chores in order to get coin, instead of spending the time how I’d like to.

I’d much rather have the coins passively dropping from monsters/ores than that…

That sounds like more of a grind if the aim is to get more gold.

The objectives are optional and give players short term goals and a loose form of guided progression if they want to do it. The aim is to make it a small offering in terms of rewards in comparison to the value of drops from blocks and creatures which can be sold to other players or used to craft items that can sell for more coin.

Agreed, the objective based coin sources are just to balance out the existing coin sinks with a way back in.

Our main source of coins would or should be player trading :slight_smile:

Since you said grind, is there any changes to how skills level? I feel like if I want to level Attacker/Builder/Crafter/Trader I have to grind them to get anywhere.

We still want players to get experience from performing tasks for that role. Objectives will certainly be more efficient in how you earn EXP for each role.

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I agree. However, I feel like the action you do in each role should be some meaning. Example, if I craft a ruby hammer I get the same XP as crafting timber. It would be cool if XP would be based off difficulty of the task not just doing a task. If I place a rare/expensive block I should get more XP than placing a rock.

That would be really cool and it is something we want to do. :slight_smile:

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Still getting impact damages from walking into doors, is it because i’m too tall? :stuck_out_tongue:

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I haven’t been able to recreate that issue. Could you explain the set up please, or do you have a video of this?