Testing 246: Creative Worlds!

I just stated what I liked about BL. The devs aren’t creating the game based on my preferences. I have also stated many times that I believe adding Creative worlds is a big plus for the game overall.

As I stated, I like BL for many reasons…but building is last on my list so the ability to chisel etc doesn’t rank high for me. Yes, there are other games that have building features that Bl doesn’t, but they lack many other things that I personally love BL for.

Feel free to PM me :blush:

True, but you specifically said:

So I just logically assumed we’re talking about 10 games based on their build capabilities only.

Thanks, but I’ll pass. I’ve work to get on with, and I think we’ve both said our piece.

Another different idea… would spacing out the portal types some be enough to discourage this? So say, a creative-creative portal couldn’t be opened if a creative-survival portal is within a certain distance, and the reverse. I’m thinking like 1000m or so, maybe even less would be enough.

Portals are all about convenience - if you made it so a creative hub had to be a distance away from survival portals, might solve the problem… I think. I mean, industrious hub owner could just build a big bridge or tunnel with signs and flashing LEDs leading the way, since mats aren’t an issue in creative. But most wouldn’t want to run/fly 1000m each time they traveled. So let’s say we have a big creative hub, linked to creative planets connected to most the permanent planets. That means for it to work as a replacement survival hub, you’d have to jump to the appropriate creative planet then walk/fly a distance to get to the survival portal - I don’t think most people would want to do that every time they traveled? But not sure, with Oort so pricey maybe some would consider it worth it. But as it stands now, given existing hubs out there, no way I would go through that trouble to reach my T6 place rather than just running through an existing hub to a 1x2 portal there. So, problem could still be there, but perhaps it would mitigate it enough. Free creative portals and no timers or restrictions otherwise, might be simpler?

Problem it brings up would be making sure others you allow to build didn’t mess up your plans by building a portal, but with individual beacon wipes, easy to solve the problem I suppose if someone built one then refused to remove it. Could also add an option I suppose to turn off portal opening permissions. This idea has issues, but figured I’d throw it out anyways.

I’ve talked about this a few weeks back with others, but I’m really curious to how it actually works.

Are bigger portals more of a burden on the server than smaller portals? Or is it more a client side performance issue instead?

I mean, I kinda assume that no matter the size of the portal the same amount of data of the other side needs to be loaded?

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What about making oort shards and raw oort the only thing you can’t spawn on creative (you have to bring it from the live universe).

Every creative planet gets three free portals to other planets at any distance they want; after that, they have to fuel portals.

Also you’d get unlimited free portals that go to other parts of your creative planet.

The only other/alternative idea I have is making it so there are no portals to creative planets and you have to warp there (free for everyone). Seems less elegant though.

I agree with this point for what it’s worth. If everybody flees survival and moves to creative, it would be the fault of the balancing within survival by the devs. It’s not the users faults.

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You did the poll non anonymous though which makes the results very suspect IMO. Still, I’m glad to have you on Team Poll ™️

Also I saw some mentions of confusion between portals potentially.

I feel strongly that portals to sovereign and creative worlds should be some easily identified colors that are different from perm portal colors.

I don’t understand why someone would answer differently when it’s anonymous…

For sensitive things I understand it, but sjeesh, which planet type you’re likely to rent?
People will know eventually anyway once you do rent it :wink:

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It’s ok padawan
I will teach you the way of the poll

:heart::metal:t3:

Will I be poll spamming like a pro soon too?? :joy:

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There can only be one.

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If by the death of the game, you mean more players in creative or that being the part of the game where player growth happens then why is that a problem? If the gaming community buys the game and rents planets in order to play creative versus survival, those players are still contributing financially

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If half the player base moved to creative and never left again, and the game failed to grow its player base, it would be bad just because of dilution.

Ultimately if you do not allow a player that wants a pure creative experience a way to access their world without having to grind in the survival mode then I think you hurt the creative experience and the number of players that might join the game. If you do not allow the creative planets to be linked in a safe way that does not require atmosphere skills and weapons they may not have, since they have to travel between creative planets via the survival networks, then you hurt the creative player experience again.

I understand not wanting to damage the survival player experience, but there still has to be a balance. There may need to be changes that are a compromise for both sides.

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If half the player base moved to creative and the existing player base did not grow then the game is unlikely to continue anyway. So the split is not the cause, the low overall player count is.

Edit. I think we have to hope that the players that left due to grind will come back and will be willing to shell out additional money to play the game In a creative mode. Also if those players have an outlet maybe the complaints about grind will be fewer. I do want to make one point. The players that want to play creative are essentially having to engage in a subscription model to play the game. Sure I can let other players build on my planet, but someone is paying additional money so the game can be played in creative mode This is not a requirement to play in survival. Once you buy the game, you do not have to spend any more money, ever. So I do think there needs to be some consideration for those players that are forking out additional money on a monthly basis to play a creative mmo when looking at a solution,

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I def agree with ya here

The dilution potential concerns me a bit too, as much as I’m looking forward to these… once this release is out and they’re sure everything is stable, really hope to see an ad push, PS4 sale and such then.

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To be honest, I’m not expecting player dilution between survival and creative to be an issue at all.

I’m fully expecting players that have stopped playing to come back with an influx of both Sovereign and Creative worlds.

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I think we can all agree that WS doesn’t care much about its PS4 user base, sadly :sob::sob::sob:

I like your style