Testing 246: Creative Worlds!

I am not exactly sure what the Devs will finally decide in this area. But, as I was willing to share in another post I had a long conversation on the phone with James basically about what you were talking about – being able to customize and be happy with the world I purchased and planed to living on until the end of Boundless. :). He fully gets the use case and I think in a perfect world would definitely add everything we wanted – unfortunately it isn’t a perfect world. I don’t think people give him the credit on how many of our “wants, needs, use cases” that we ask for and never get that he actually supports and agrees with but just can’t deliver because of a variety of circumstances.

One major issue is the WorldBuilder and the amount of CPU/RAM it needs to effectively build a world in a reasonable amount of time versus the amount of CPU/RAM that the Sovereign worlds will need to run. They don’t match and if you decide to “rebuild” the world it would either take a long time (on the sovereign design) or need some copy/paste infrastructure design to have a server running WorldBuilder handle the rebuild.

Added to that are the specifics on Biomes being designed for certain Tiers and other configuration specs that kind of complicate customization. This isn’t like Minecraft where the world is generated as you play or other games where you have full design/adjust options built directly in. So those things complicate offering “our use case” to the those buying a server.

Lastly, of those that are buying a sovereign world, how many people really must have full customization versus those that likely will be happy with either 1) the world that just is created or 2) need only minor customization requirements. They have to be careful on building something that might take weeks but is only used 4 times. It is all about smart development with large gains for the game in the long run.

All of that (and a lot more under the covers and technology layers) get bundled together into a great big package that James and the team have to decide on what is the right answer to release. The good news is he bounced ideas around with me and at least considered the features. Whether we get something (like a simple list of Biomes we can pick for the world) or something fully features or nothing who knows until he talks with the team so they can share what can and cannot happen now or how long it will take to execute it. We will see if something ends up in testing or we just get a release and our wish list comes at another time. I know he will try to do what he can but we might not be at the point where they can as easily offer that amount of customization right now. I can easily find a few technology things that are in this release that have had to be built on by many other releases. Each release is a layer for cooler stuff in the long run.

Either way I personally will still push for more customization and even things like blueprints and something that makes it easier for people to migrate to a new fully customized world if that ever happens. It wouldn’t be ideal but at least it gives people options…

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I will be happy with a library of pre-made biomes to chose from, tiered for sovereign worlds.
But i do not think the creative should be tier bound, choose and mix what You think look good from all existing biomes.

Then You would be able to select the planets biomes, before the creation of the planet.
from a single one (for a flat world maybe…) up to 15-20 different ones. I think James said it is are around 20 biomes per world on live planets…

Would love to have a player-made section too. I got a lot of them lying around.

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IMO testing and releases should have separate categories

I keep seeing this and getting excited haha

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I understand that DK

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The should make it so that after an exo world expires it gets auctioned off to the players. Highest bidder gets the right to rent it. That way everyone can see the object before buying it.

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New message after a small update this morning

Since my creative planet is locked it was not actually in the sky of sanctum.

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I’ve extended your world for 24 hours.

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Thank you

If I had just been a little more patient I could have tested this, sorry.

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Interesting idea. That would work for exo sized ones. There were supposed to be 3 sizes possibly though.

OK, now this looks goooooooood!!

Edit: just want to add that it’s possible to use a warp augment on both of these planets from the sanctum! That is awesome! :smiley:

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Seems like this is something that will have a profound impact on the economy on survival if that’s the case.

These planets are going to shake up the game though so the economy is going to be more nuts than usual I reckon

I don’t think so. Economy will be more active now, if anything. Activities like dodge bombs only happen so often and even when they did it never required large amounts of anything to participate.

I see the economy improving as more people will be returning to play and spending the coin they’ve been hoarding. More people back hunting and selling will balance out the prices. Hopefully the price of bones, oort, and stuff will go back down a bit (bones used to sell for like 2c, oort was max 200c?)

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It’s not like the economy’s main pilar were Dodge bombs events lol.

Most of the time bombs are provided and food is not Allowed anyway

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While I agree “creative” being connect to the current Universe will affect the economy, I personally believe we are at a point where “features” and “larger wins” are required to make sure the game grows in the user base and game fulfillment. We already don’t do many things (that we probably should) because of “economy concerns.” I do understand that many get fulfillment from the economy and I believe at some point we should revamp the economy system overall so it has a better potential for success while not blocking the other success options like creative, etc in the game. Everyone can win here.

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I always look at the bigger picture. Sure something may “hurt” the “economy” right now or with a certain change. But how many more will actually start participating in it with those changes and potentially how many more players may come to the game. More players in the game can only really mean a better economy even if it has to take a hit to get there

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Thanks for posting. That’s freakn awesome! :star_struck:

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it’s going to impact the economy. That’s fine because it will just adapt over time and we’ll have new norms.

We won’t know what’s going to happen until it’s released. Less activity in some areas and more activity in others, compared to the norms people are used to paying/ selling.

I don’t know or care what ‘pillars of economy’ are as an economy can change its pillars at any given time because of supply/demand. What I do know is people use the economy as an excuse why other things can’t or shouldn’t be done regarding game changes. For example the portals is a whole economic issue. Instead of having the economy adjust and change, changes are being made strictly around the portals.

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I agree, the introduction of rental survival and creative planets is going to affect the economy. Will the introduction of creative planets create a situation where some players leave the survival universe and therefore no longer make any purchases or sales and affect the economy? Probably, but who knows how many players this will be. Will the introduction of survival rental planets impact the economy? I would say yes. Players that have been waiting for a place to build where they do not have to concern themselves with other players may return or join the game. Players that want to just have a unique environment to build on will also rent these planets. In both cases they will engage in the economy probably in the same ways players do now. Some fully engage and others do not engage in the economy at all.

I do think the more restrictions that are placed on the rental survival planets as far as color, biomes, portals, and plots (to name a few) the more likely players are to select a creative planet over a survival planet. So the more flexibility given, even if it does impact/shift the economy some, the better. If you can keep players in the survival part of the universe then they are at least able to participate in the economy. If they move off to creative then they are lost to the economy.

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Would be nice, but I see it going the other way - ppl will go on build fests and need lots of mats; lots of farmers will be busy building and won’t be farming mats. Supply goes down, demand goes up.

People will come back to the game, but presumably not to farm mats.

But here’s hoping :metal:t3:

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Can’t wait to see the first private planet to get black gleam and it all get locked behind a door :stuck_out_tongue_closed_eyes:. Itll be so chaotic!

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