Weapons, bombs, and grapples make sense, but…
Do we really need higher stats on tools?
Forged Gem tools already do everything we need. The only purpose of higher-tiered tools (past gem) is to mine higher tier materials… To craft those higher tier tools. It’s a redundant loop. This is pseudo-progression. Something fun and interesting should be at the apex of a progression, not simply “here, now it takes less time to mine and you get pretty-looking tools and blocks.”
https://youtu.be/QHyQFoCdamw?t=366
“Basically my reward for doing work in [graveyard keeper] is to do more work”
Boundless has this continuous issue of giving means to grind more effectively but not offering a true reward to the progression especially early on. I won’t go too much into detail about this, but basically players need a way to have fun in the game too and reap the benefits of their work soon rather than later. I think this is why many new players quit very early on (as we saw in the F2P weekend, but that is another issue to address. Here I am simply addressing end-game rewards).
Suggestion: Offer significant QoL improvements through these new resources. Make the grindiest parts of the game as enjoyable as possible via rare resources (read: blink, umbris, and rift) that will retain players in both the long and short term.
Application Ideas
- Make a new high-tier portal conduit that either
- Offers cheaper oort costs per hour
- Holds more oort
- Offers additional functionality (guild portals w/ notifications on fuel, adjacent inventory access, etc.)
- Other ideas
- Use in endgame recipes (A Proper Endgame - #7 by RatofTime)
- Buff trinkets (items that offer bonuses like boons or quirks on equip but are infinite or have durability)
- New powerful guild helixes (helixi? helixis?)
- Higher-tier brew containers (and consequently higher-tier brews and buffs)
- Higher-tier forge gums/compounds (quirk-free boons, 100% guaranteed boon gums)
- Higher-tier power coils (endgame should allow us to near instantly craft stuff. There is no reason why this shouldn’t be the case)
- Higher-tier totem (an actually viable multitool)
- This could allow for different stats per material (rift = rock+dirt, blink = wood+leaves, etc.)
The way the new material is implemented right now is very lackluster. Exoworlds are a great idea, but the way the progression is implemented is not.
As always to end on a positive note, we appreciate all the work you devs do for us. Don’t be discouraged by my suggestions, you guys are still making a great game, I just want to add input to make it even greater.
Cheers