Testing 194: Epic Skills, Skill Sets and the Exchange!

you can buy a full reset with cubits, or a bundle of 10 cleanse points which is cheaper and gives you enough freedom to rebuild a skill set without a reset

So does that mean we don’t get the weekly free one anymore and can only do resets/cleanse by spending cubits?

Most likely the only way to reset your skills completely is with Cubits. That isn’t really going to be that big of an issue once you hit 50 and can grind out an unlimited amount of them.

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That is correct.
As a wayfarer i got 12 and 13 plots alternating every 50+ level up.

You still get 1 cleanse point every level on testing.
I can’t tell if you still get weekly resets but i will keep an eye on it.

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A good example of this would be Walmart is a general store with an identifiable unique design. It’s also boring and bad for local economies as overall employment goes down with all the stores it drives out of business when it comes to town while paying low wages supported with taxpayer money. It’s a cheap store with cheap products. Now, those businesses driven out of business? They had usually popular long time residents who owned them. They were unique and people sometimes came from a hundred miles away to shop there or even thousands of miles away on other continents. Now those unique businesses are gone and boring Walmart is everywhere with it’s cheap products. I remember many of the great stores I used to go to in the 60’s and 70’s as well as the owners and many of the employees. Walmart, KMart, Sears, Montgomery Ward, Woolworths? I remember a regional manager of a Montgomery Ward, but, that is because he was a personal friend and rented from us. I don’t remember anything interesting about any of those stores and can’t remember any people from them other than my friend. Those giant stores go out of business too eventually when the next shiny thing comes along as you may have noticed on my list. Walmart will one day be gone too thank goodness.

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May I recommend instead of a -xp, why not have a survival bonus? Say, you get +2% xp every X duraton (15 minutes?) you’re alive, up to +40% or something like that. Rebalance XP gain a little bit. Shouldn’t apply to XP gained from crafting, etc; just building/gathering/hunting.
That way, you are “rewarded” for not dying.

You could go further, and give players a beneficial buff when they die. Basically, trading the +%xp for +survivability, or something like that. This bonus shouldn’t be too strong, but noticeable. I would suggest something like +20% max hp. Meteors and the like should probably have an aoe effect that disables this bonus while you’re near them. Maybe planet level could reduce this, as well.

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Have you guys already unbound a shoulder button for + commands? I haven’t tried a controller yet. Also, I saw 360 and DS4 are supported, any plans for X1 gamepad support?

Just looked through the release notes. Haven’t had time yet to check out the skill changes, but thought I would give some initial opinions.

“Early tools now do more damage to creatures to help new player who are attacked before they have a Slingbow.”
This is good, I remember when first started, I was first attacked by a spitter, I tried my axe, hammer and totem, they had no noticeable affect, then I died, and immediately logged off. That was frustrating, and I had to research what you need to fight creatures. I would have expected the tutorial to have you make what you need before you are attacked.

“Added a starvation status effect. When the hunger bar is at its lowest point the starvation effect is applied. During starvation the character will take damage. Eat some food to remove the starvation status effect.”
Not really a fan of this.

“Removed the basic early skills: Compass, Entity Info, Can Creep.”
I noticed everyone starts with all the inventory slots now. These are good. Everyone really had to buy these. Buying these delayed when you could start buying other skills.

“There is now a skill which allows you to dig up surface resources (i.e. Plants, Fungi and Boulders) and replant them.”
That’s nice. Allows decorating and making something like a garden.

“Defeated penalty changes
Your items are no longer damaged when you are defeated and return to the sanctum.
Instead you will lose a portion of the XP earned to the next level.”
Really, really, really don’t like losing progress, especially with all the ways the game has killed me when “unstable connection” occurs.

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Starving debuff sucks. Punishing players for being afk sucks. Adds nothing to the game bar yet more micromanagement.

Edit: and gem bows do much less DPS, mobs have buffed HPs. Yawn.

Basically most of this update adds time to most tasks, some considerably so, in an attempt to artificially elongate the length of time the player interacts with specific systems before being ready to then do whatever they actually wanted to play Boundless to do. Massive turn off for me. Basically playing on testing now this is not a fun game.

Stacking this on top of other changes since I joined, it’s just gone far too far the other side of tolerable play and firmly into grind for me. It’s so disappointing to see such a promising game thud dramatically down in fun over the course of a few updates.

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Have you tried improving your weapons with the centraforge? You can get some pretty wildly powerful results and interesting customization with very little added investment.

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Out of interest I’d thought I’d see what my level 46 and 50+ characters are worth in cubits on testing … It seems they both only get 300 cubits :thinking:

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Levelling up on Live at level 46 gives you 10 plots.
Levelling up on Testing at level 46 gives you 300 cubits. 300 cubits gets you 10 plots.

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I can’t (base not on testing worlds) but I do understand that. It’s a long way off into a play journey before you can customise with that though. First you have to gather, build it, gather, craft ingreds, gamble. I’m thinking of the first couple of hundred hours that wowed me and hooked me in, the shine is no longer there. It’s a long way in, which is fine if you think your market is going to be grind-happy players but I’d suggest they’re a minority from other games I’ve been a part of.

Thanks for the info & suggestion though, I’m always worried I’m missing some aspect when I’m playing an EA title. Always welcome more info. :slight_smile:

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Ah yes, thanks James, I see now that I still have all my original plots, I thought they would be wiped like the skill points and have to be re-allocated.

Not wanting to sound like I’m just complaining but the logic seems a little odd that we can get an epic 3 for weapon crafting but can’t do the same for making a hammer, it’s either tool, weapon or tech crafting although I would of thought that if anyone had the skills to do one they could also turn their hand to the others.
On a positive note I have started a new character on testing and so far I’m finding the leveling progression pretty straight forward and not too grindy. Reached level 11 in one evening of play, although I know this will soon get harder and harder, but it’s been fun so far.

The Forge isn’t a long way in. The Forge is designed to run perpendicular to material progression, ie.

  1. Have Stone tools.
  2. Pick between progressing to Metal or Forging Stone.
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Ah, well you may consider giving a fresh start a try, the new level up game loop heavily involves use of the forge at an early level as a sort of “should I upgrade materials, or improve what I have” play loop. Coming into this loop from a fully leveled character with high end tools is quite jarring, so I recommend starting fresh.

Edit- seems james beat me to it by “that much”

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Thanks for all the feedback everyone.

The reason we release into Testing is exactly that - to get feedback, comments, criticism, objections, and new ideas.

I hope that we can see that many of the changes in this release are specifically in response to feedback and criticism from past releases, for example: multiple skill specs hence not requiring alts (you know who you are!!) and a range of the skill tree changes (easier to experiment, constant pricing and no price inflation hence easier to plan, “ending” skills are more epic, removing skills players expect to have, clearer decisions points between skills, etc.)

I’ve been reading through all the comments over the weekend and will digest them with the team next week.

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And in case you missed them - please checkout @Jiivita’s feature introduction videos.

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You don’t get hungry for doing nothing.
You only get hungry for doing stuff.
Sprinting or using tools and weapons for example.

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