Nope, I’ve made more from crafting and selling.
Well that very well may be why so many new people like myself are a bit put off with how the game is sold and advertised. Especially with your sandbox mmo argument used as a backdrop. This game appeared to be a game that would be a very populated game. The player trailers were pretty deceiving in that regard. Many of us new players came in expecting one thing and then after discovering various mechanics feel like it’s something much more small scales than expected.
Edit: so back to your mentioning of past convos regarding the niche of the game, how many of those players are still around compared to those in the other camp?
Right, I see. But counterpoints:
- Anyone can make a city
- Anyone can make footfall
- You can have a city base and remote base to taste
This is not true. I have had bases in the “wilderness” that earn footfall. Not as much, but they earn it. Also, see above - if you want the footfall, you can start or join a city and have a small base there to get it. How is something an advantage when anyone can get it?
As soon as you can afford to fuel a portal (I can’t/won’t/don’t), this is irrelevant.
That is a very fair point to be made, but a tricky one for me personally to really grasp because I actually got what was advertised to me.
I can understand that many people would interpret things differently from the advertisement, and come to a very different conclusion, however. I think, not just from the aspect of marketing, that this shows a need for better clarity on the part of the devs about what their game actually is.
(Come to think of it, this was, interestingly enough, something that was often said of NMS as well, so that comparison was not as off-topic as it first appeared)
Read the rest of my post where I point that out. If you just take portals out from behind the power wall there is no problem. However, considering the last update added to the power wall instead of reducing it, I don’t think the devs want to go that way.
Edit: Also, of course my plots in the wild make footfall money, about 40c per day. That’s like saying “Hey, to go to your job you need a Mercedes. Why aren’t you saving enough money from your McDonald’s job to buy one?”
tens of millions with only loggin in a few days to refuel portals/beacons?
impressive
Well I appreciate your view and you taking the time to see my(and others) side as well. I might have been better off reading the forums before purchasing the game
This is disingenuously minimising the colossal work involved in setting up and maintaining a popular hub network.
Yeah I read that, I was reinforcing that at a certain point your physical location is irrelevant. I disagree it’s behind a wall - I only don’t get to join that side of the game because my family life doesn’t sit well with group hunts. If I went group hunting I would have plenty enough oortstone. All you need to do that is be medium level and make/buy some iron bows. It’s available much earlier than a lot of other stuff.
But not to craft, that’s the whole point. If you are stuck in the midgame, there is no way for your characters to make portals, or change them if your hub gets moved around. If you can make portals without power, this goes away. Now solo/small group builders can build a portal to their capitol and start generating money to progress. Unless your spot is right on the town square/right in the portal hub this amount will be less than someone who is still in the city, of course, and that’s fine. It still opens up more of the game to more play styles.
Yeah, just to clarify, it’s not that I doubt it or think you’re like, misinterpreting things out of ignorance or anything.
What I meant by my previous statement of “I can’t really grasp” was that while I can empathize to some extent with those that feel they’re not getting the game that they thought they were buying, just empathizing is not really comparable to the gut-punch feeling that it would understandably bring to people in that situation.
Maybe I’m missing something but I see major hubs that let you buy the portal so you don’t need to craft the blocks both sides, just your side, and the blocks are affordable from objectives/feats/daily coin.
(I would prefer the portal conduits be easier to make but there is a large body of people who very much disagree.)
It’s easy not to grasp something when you’ve been on the other side of a window for a given amount of time, especially when you received what you what you feel you were sold. I’m certain the game went through quite a few changes and iterations before it got to that point where you felt like your money was finally worth the expenditure you made.
It’s like you said, theres a disconnect in the way the game is being marketed and communicated towards new potential buyers.
Personally, I think the answer of “just buy it” is an excuse for bad game design. If a player can’t naturally progress, that is frustrating, even if there is a work around. Compounded with current mid-game issues, this is very frustrating. Further, portals seem to be pretty important to the game in general, so their creation being locked behind what is now super late game content is curious. I’m willing to call this agree to disagree as we may just have slightly different visions for what the game should be. Good talk and good luck in game!
The issue is that when you’re out in the boonies already (perhaps on a very under-developed planet) you may feel kinda trapped (or feel forced to spend a disproportionate amount of coins to augment-warp) just to get to the markets where you can get both the coins from selling your stuff to baskets, and the portal blocks to place on your plot.
In fact, picture yourself as a player starting today on one of the newer T1 or T2 planets, away from everything, perhaps even 30 minutes of walking to get to the local portal hub.
Such a player may not even be aware, if they don’t come to the forums, that there are giant cities out there and a thriving economy to be a part of.
I think that portal block crafting should not require power, and as full disclosure, its one of the most sold items in my shop and such a change would actually hurt my income (tho not by much, I sell 'em pretty cheap, I think).
Ugh, not this nonsense again. Get rid of footfall and the hubs die, big builds become unsustainable, cities become pointless and the game dies.
No one, I repeat, no one, is suggestin’ footfall is removed and nothing put in its place.
Hubs would exist regardless, people like being in cities, around other people, and near big portal hubs.
This game could have zero footfall, and I guarantee there would be a portal hub still, as long as there were a way to receive income every time someone used YOUR portal.
Well, to play devils advocate, everyone from the early access had no option but to go thru the grind and craft the stuff ourselves, ‘just buy it’ was not an option for us. So it is possible, it’s just more of a chore for newer players than I think it should be, and it negatively impacts the new player’s opinion of the game to have to postpone such a necessary thing for that long if they were to ‘just grind it out’.
When pointing this out one must be very careful to not sound like they’re saying ‘git gud nub’. I hope it didn’t come across as that
I have all the respect in the world for the trail-blazers here, but “I suffered, so you should suffer too” is a bad argument. People are playing this game, clearly there isn’t an aversion to grind. But, for example, I’m currently in the “mine for diamonds forever” section of the game. How long should it take 2 of us to have enough diamonds to power a workbench to then be able to make the other coils? 1 month? 3 months? The answer to that question is sort of the crux here, as past that hurdle you get into the gear that actually reduces the grind. How long do we want to make new players to be playing a different game than everyone else?
And for people who don’t have portals? How do you create passive income for builders without portals or shops?