Some tweaks me and my friends think is necessary

First, I would like to thank the awesome Devs for their hard work and their passion towards creating this game, secondly I would like to thank the great community that this game has been building since its early days of development.

I would also personally like to thank the Devs for listening to my previous post about changing the textures and looks of the ore to make it easier to differentiate between them, this is what makes Boundless a great game, its Devs!

After playing with friends for long periods of times and discussing some stuff about boundless, we came to conclude a couple of tweaks to make Boundless a little bit more “playable” for some people:

  1. We currently have like a quest system on the top right corner of the screen, it is very interesting to try and finish them but as far as we realised, they do not give coins or exp, which kinda makes the player not wanna do them as there is no reward. I know this is not what the Devs want, but we have suggestions to make achievement reward tiers. Like the harder the objectives the bigger the reward and so on.

  2. A lot of debate went into this but we all agreed on one thing, crafting times need to be reduced. I am not saying from 9 min to 1 min or something crazy like that, but there are some things that may take up to 100 min to craft as far as I have seen. This is a PC/PS4 game, not a mobile game. Sometimes when I forget to make new hammers and all the ones I have break and I create a bulk as it is cheaper and more economical, I have to stay chilling for like 30 minutes or so for it to finish crafting. Maybe a tweak on the crafting times would make the game more enjoyable.

  3. From our conclusion and after looking at many chats on the Boundless discord channel, some ores are almost impossible to find. Take gold for example, this ore has been an annoyance to almost everyone we have spoken to :smiley: We spend 2 days looking for it in the desert and in icy mountains with no luck, not a single ore. I know this is not final and maybe locations would be more obvious (though still hard but not AS hard), currently the only way we could get gold is to buy it off the market of people who went through hell to find it (due to the insane prices of gold alloys being even more expensive than some gem items)


That’s all we concluded for this time, we however have a suggestion for pricing and market values for the 1.0 release and would like to share it with the Devs and the community.

Many games have done the algorithm to determine what items are being bought the most and which are being bought the less and so on. If this was implemented in Boundless, the Dev city can fluctuate the prices of weapons or ores or whatnot depending on the rate of sales of the players. This allows players to compete with each other by trying to sell their stuff at a price lower than that on the market while keeping a lookout for other prices that people have put for that item. This will be fun as it will kinda work like a stock market and will always keep you on the lookout of traders and overall make trading a fun experience more than just a static thing that you sell items and leave it there till someone manages to pass by and buy it.

I hope you find these suggestions helpful, if you agree or disagree or think there might be something to add, please state it in the comment so we can have a discussion about it :slight_smile:

Thank You,
PharaohNai

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This is actually quite close to the plan. Completing objectives will reward coins, exp and maybe other things such as in game items.

Ok all the crafting times are to be balanced.

However there are some missing components that might change your conclusion. Players who skill-up their character as a crafter will be able to craft much faster. If all players can craft quickly then what is the advantage of having a crafting character?

Maybe we want crafting items to be costly in time, so that it incentivises players to specialise as crafters, or traders, or shop keepers, etc.

But yes - if we want a flat game where all players are equal then these times would seem to be artificial in a free-to-play sense.

More balance definitely needed.

I think base resources need to be plentiful especially on the spawn worlds. New players should hit a wall of being unable to find the base resources.

But as for #2 I think there needs to be a challenge to finding rarer items on the non-spawn worlds.

Again - do we want all players to be easily able to find all items? If so, we flatten the game from the character specialisation perspective. Trading for hard to find resources should be just as acceptable as mining hard to find resources.

Additionally resources that are hard to find on World A need to be easy to find on World B. If the resources are impossible to find on any world then the balance is wrong.

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Okay, I never knew that the higher the crafting skills the faster, I know this is not implemented currently in the game as it doesn’t matter how much you craft (or combat :stuck_out_tongue:) you seem to take forever to level. Again, I am aware that this needs balancing but I am actually quite happy and excited about faster crafting at higher levels. If that’s the case, then yes I would not mind higher costs for craftables!

About balancing here you are right, as in the starter planet we didn’t find any gold or platinum, we ended up buying locations to travel to all the other worlds and even the ring planets that are very hostile, still no gold. We believe that like you currently have gleam and gems on ring planets, gold and platinum should also be more abundant in other planets (maybe moons? as currently moons are just beautiful planets to look at :D)

I do understand your point of view of not wanting to make the game so easy for players as it will bore people our quick, but I am glad you guys are very creative at the ways to implement the “more fun as you progress” mentality. Keep up the good work guys, you have all my support as usual. :heart:

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Actually this is something we need to be careful about - as it’s not simply the case of making the game too easy or too hard. If it’s too hard the majority of players will get turned off by it. Too easy and it’s boring.

For me, it’s about trying to make the game varied so players can choose different paths.

Appreciated - thanks!

3 Likes

the only thing i can think of, and i have been thinking on it, would be planets that players are not allowed to place beacons and that fully regenerates a new layout every x hours. perhaps the lore would be that theyre too dangerous to live on because of the constantly shifting geology and crazy weather.

would be a neat place to introduce really strong winds, dust storms, and hurricanes :smiley: oh and dont forget tornadoes. :cloud_tornado:

im scared to think of how/what it would be like for players on the planet when the cycle changes… earthquake and block tidal wave or painless instadeath > return to sanctum

in this way, even with lots of players inhabiting the boundless universe, there are some places to go that are seemingly always new and ever bountiful

Just my word on crafting time. I find it ok, Crafting a mass of tools for an hour gives me time to do other things, mostly enjoying the game! I can go around for some views and build things I wouldn’t have time for if everything else was happening too fast. This is my cup of tea - being able to take a break from chasing yet another device or building all possible things as fast as possible.

Saying that, balance is important and too long is too long - however I’d say the more time you need to achieve something, the more rewarding it feels I guess.

Long story short - I find current crafting times working well for me,If I looked for balance it would be tweaking balance between certain items and processes (example: crafting large amounts of stone out of rock seems to be too fast comparing to producing tools in my opinion).

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