The concept of the Salt Wall is interesting and it’s something that I’ve been thinking about ever since the bomb mining nerf- though I didn’t have a name for it.
In my mind, many problems stem simply from how the progression between Iron and Gem isn’t clear.
Bomb mining was a salve to this problem but without it, players are run against this wall…again…and again…and again…
We see this every single day on the forums, in game, on Discord. “Gem Wall”. Diamond grind. Iron Forever. What Gems?
Lots of things are considered upsettingly late-game due to being “locked” behind gems. Why is this a much more distressing problem than being “locked” behind any other tier? It seems clear that there is something happening that makes gems that much harder than anything else.
It’s shown itself in many places in many forms, but here, it’s portal conduits, tied to being able to be connected to the community for footfall. It’s created some perceived chasm or barrier that separates newcomers from the veterans, rather being than a natural step in progression.
So I wonder how people would feel if that problem was remedied?
Well, back on topic. I don’t actually have a problem with footfall, and overall I think the so-called abusers of the system are not actually plentiful enough to throw the baby with the bathwater.
Coin is almost purely a tool for player trading, so the majority of its circulation ought to come from services rendered to other players. I do consider building a thing that people come to visit as a service rendered- but it is a passive type of service and is so reflected. It makes a pittance, truly, compared to active trading, which makes sense. Obviously, active trading prices are being settled by players based on what they have from footfall + feats.
And because coins are pretty much just a tool for user trading, it really does make sense to me that it would be generated by building places where players congregate- especially in a voxel building mmo. The proposed alternative is everyone, hermits and socialites alike, generating it through some form of daily quest augment to the current daily feats, but this makes less sense to me since the purpose of coin is to be social.
Why should coins, a tool almost exclusively to be used in a player-to-player community, be generated from activities that contribute nothing to the player-to-player community?
The currently existing reward for active play is coin from selling stuff to players.
I could understand the argument against footfall if and only if Boundless had other major coin costs that were not related to the player community, because warps alone aren’t exactly big.
As it is, Boundless isn’t really comparable to other mmorpgs economy-wise because it’s not as if there are ways to spend coin outside of player-to-player trading and warps.
The only problem I can identify is that the coin sinks in the game (warps and taxes) aren’t really doing much to balance out the coin generation. But obviously the devs can know its actual impact more than any of us.
Edit: oh my god that was an essay. sorry. I’ll try to prune this through further edits.