Rock to Stone XP - A critical look from a Root Cause Analysis perspective

I spend a lot of time doing XP-less stuff in-game too :(. changing signs, making portal tokens, scanning shops.

The only thing I can think of is maybe have an easy to make tool for these actions that has durability (kind of like a beacon plotter), then using the tool gives XP. I’m not a game designer though so maybe this is a bad idea :(.

Please my inventory is too full as it is :sweat_smile:

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There does seem a determined effort to reduce (through “balancing” current food systems, crafting “exploits” etc) the overall xp for crafters and such like.

Even if some kind of middle ground is reached, it will ultimately lead to less plots I’m able to purchase, with cubits from gained levels, and so slow down the pace of building.
I’ve become used to a certain pace and now this could change.
I don’t like change, unless it involves farming…or changing my oort face (this…)

I’m not feeling too confident in my future with boundless, where the emphasis seems to be on continual adjustments to established systems, which only the devs, and not a majority of players, seem concerned with.
A lot of discussion happening on these issues so maybe it will turn out alright in the end…

Anyhow, looking forward to the reaction to the prestige changes coming up soon :kissing_heart:

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i think this is the best option. could this be applied without opverride other food buffs ?

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I think this would help with your exploit and also just be better overall - players would no longer feel pressured to maximise a set of profitable activities while the buff is running.

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I like this idea! @james do this and get back to getting me a fishing up date!! … oops I mean a farming update! :joy:

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As Jean Luc Picard would say… “Make It So”!

I never use the things anyway. I only used them the other day when I was hating the idea of having to scale back my build and I used the “Exploit” to try and get a plot boost. I said it in the other thread but, I didn’t feel right using the exploit. I gained 2 levels and earned 600 cubits (can’t feel like I earned them tbh.), didn’t feel great about what I was doing and stopped. Apart from that, I don’t think I’ve ever used a teaching food buff.

So, I really like the idea. And I’d hope that when put as a suggestion to the masses, from yourself, it’ll be welcomed over losing the XP from stone completely! Fingers crossed on that part anyway. After all, humans will be human. :slight_smile:

It’s not my exploit.

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So, I really have to ask, because you’ve mentioned that leveling an alt to 50 in 5 hours is unacceptable, but didn’t specify a timeframe that IS acceptable…

What is YOUR timeline for progression in this game? What milestones do you envision that a player should have reached at 20 cumulative hours? 50? 100? I’d even be curious if you had targets in mind for 500 hours or more, since I know a lot of people here have logged that and more post-launch.

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If teaching pies etc were nerfed/removed how would those who have put all the time, trouble and effort into making them be compensated? … or would they just have to suck it up and suffer the loss?

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I think the discussion was to change how they are utilized, but not to nerf or delete them.

Isn’t this a suggestion to remove them?

You’re right on that point. Discussion did turn toward refocus though.

How about you cannot make them any more. . the ones player have they will have afterwards, if they remove them entirely. And they go away entirely in two months so that a player making 40 smart stacks will not be profiting for the rest of the year. Make it a use it or lose it.

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True, but either way people have put effort into crafting something that has been in the game from release so if that item is then suddenly changed who is to say at this point how it will affect the value of those items.

Very true indeed, I will be in the same boat I made several mass crafts recently as well. It was mostly an attempt to find compromise for the xp effect on stone.

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I still have “food” bombs from the energy bomb change. Eventually everything returns to the server.

I do think the items would be better repurposed, either a set amount with no time limit, or a single use death penalty reduction. Those might be worth even more with the exo world than current teaching pies.

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But then isn’t that putting a time frame on something someone has legitimately crafted or paid coin for? Wouldn’t it be a bit like someone saying if you don’t build something on a plot you’ve claimed within two months then you’ll lose it.

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At least there are other foods in the game with either equal or greater value. Persisting and Shielding foods, for example will maintain their current value. And besides, if the teaching foods are simply nerfed/altered, they’ll still maintain some value. Some sort of XP boost from a food buff is better than none at all and therefore, players will still buy them. Maybe not for the price they sell for now, but they’ll still be worth something to make them worth while to craft.

Perhaps the recipes for the teaching foods could be altered to make them less costly to craft? Something like this could help balance the value.

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yes it is, but the developers have made things less valuable in the past such as when the removed bomb mining. Or changed something with little to no value to have value like when mud and ash were added to bricks. At least this gives players an opportunity to use the item before they go away or become useless. I personally think the difference between this and plots is a player may have spent real world money on plots so that makes them different

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