Testing 249: Melee Weapons, Shields and Local Universes - continued

Yea it’s getting to be a bit much. It should be atleast a minimum triple that in cubits.

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It should be at least 4.5 times that in cubits. What’s wrong with the current system? I never have plots to spare.

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Yea I kinda low balled it lol figured someone would say the actual number.

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Increasing XP cost for levels over 50 sounds good to me, since it adds more endgame grind to make each sheet worth more. It means you can get more done in a more convenient way as you grind out those last 130 levels and eventually make your ultimate one-sheet master of all.

Increasing XP cost for plots, more than just a little tweaking, does not sound okay to me. It feels like a move to dramatically increase friction when building to increase revenue in a hostile way. While I want Boundless to be financially successful, I don’t think the current or target future population of the game is going to be receptive to that level of friction. A bounced player is worse than a player that never makes MTX purchases.

Maybe there is some compromise that can be brought for this, like giving out plots in addition to the cubits to bring it closer to the current flow?

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From what it appears is its just for solo based on the verbiage…

but im wondering if it is coming to private universes and possibly official

Oh this is simple we punish everyone based on the most active players, so if the “most active players” play for 23 hours a day and generate 200 levels a day" then clearly we need to balance the entire game for that player base/style

Sounds like its time to grind XP before the next patch to catch up with everyone that had a chance to grind xp out before they nerf gains… sure it says its solo only but really why would this not go to the mmo?

4 Likes

But, by how much? My main is level 600 something and Steam has me at 2979 hours. To reach new level 180 I would need old level 854. That puts the “leveling phase”, for me, beyond 4000 hours played. 99.9% of the player will never reach that.

Sell permanent portal stones in the shop. Or Oort. Sell anything that reduces my grind to keep portals open. But they plan to add another grind on top of that.

I read James remark as if they want to give out less plots because they don’t like us to plot huge areas on the current planets. But instead of giving out less plots, they should find a solution where building vertically is cheaper. We don’t want to spend a super rare plot to remove a tree top.

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Wowza that would be brutal. Let’s hope this is changed in a major way. Most people already struggle to have enough plots.
I did go on testing last night. And the weapons are great looking but feel no different then holding a shovel or hammer. Was expecting at least a charged heavy attack or something. I’ll just wait patiently to see what comes of all this.

11 Likes

I love the idea of selling permanent portal fuels for cubits / money for the development of the game. Smart.

Ofc, I have committed a long time ago to give this game no more money until they deliver what was promised before the “release” - so I’ll be waiting awhile still.

I’m at level 320 I think and have 4366 hours listed on Steam. I do a lot of stuff obviously that gets way less xp than others. Can you believe the hours I would have to be in to get back to that level? No thanks.

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Suggestion:

Remove cleanse points. Instead of having skill pages with a 15 minute cooldown, make it so you can change flip/refund 1 epic skill every 15 minutes (or freely in home beacon). This would completely remove cleanse points being tied to cubits which seems a lot of players have an objection to having to choose between plots or cleanse points.

Scratch that suggestion. The way skill pages work now is even better.

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In that case, they should increase the XP level pain up to level 5000 because there are plenty of people that were here first and have waaay more plots already…

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So, I’m at 600 hours played, at level, probably… 130 in the current system. As it is, I have 4 full sheets with 100 points each, with a few to spare. As long as, in the new system, I have at least 100 skill points total, I don’t lose anything. In fact, I could gain flexibility equivalent to another 20 levels by getting a fifth sheet. I can still have the exact same setup I have now. Any points above that simply reduce the number of pages I need to have access to what I have now and/or let me access more of the crafting epics I don’t use right now.

With that perspective, I don’t really care all that much how long it takes to level to the max level. 10,000 hours? Sure, why not. This is like getting all of the Korok seeds in Breath of The Wild. As long as it still only takes 50-100 hours to have less convenient access to everything you need to play, including both plots and skill points.

Reading over the first set of notes again, the quoted bit below makes this kind of clear; we don’t need any extra points other than the 359 we get in total by the end (level 180 in the new cap).

Okay I see what your saying.

Have any information on cleanse points?

While everyone seems to be focused on how low cubit rewards are compared to the exp grind needed, I want to point out that it also takes LONGER to get that reward coffer for the cubits even if they do bump up the cubit reward per level to 4.5k to make it equal to the current rates.
Sure, the end results will be the same, you will still get the same amount of cubits you would’ve had with the old system in the end (if they do bump it up to match the current rates) it will take far far longer to actually get those cubits into your account, as you will need to grind 4.5 times LONGER to get the rewards at once, compared to getting them in small portions.

It will hurt some of the people that play less/do more of the less exp lucrative activities. People won’t be happy if they miss being able to purchase time limited stuff like seasonal outfits because they used up all their cubits just before the event was announced and it takes them forever to get ONE level that will allow them to buy most the outfits they want, while with the old system they could still grab some, not all, of the outfits by getting smaller cubit rewards more often, making them still content.

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Except you need to level more versus pulling out the credit card for the same amount it is today

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No, I don’t know about them. If the cubits gained from the levels were the same as before or a bit more (relative to required XP) then it probably wouldn’t be a big deal though. But with the decreased cubits gain, then yeah, the cleanse points really ought to be given by the level chests, still.

And to be honest with the revamp of the skill points system I kind of think the cleanse points don’t make a lot of sense anyway. We may as well just be able to swap any skills freely… 359 points in one page really let you do almost everything, which is fantastic, so it’s not like skill cleansing is quite as important, at least once you’re at level cap/have skill pages. But I don’t expect the developers would agree there.

So if I say have 1500 skill points currently, does that mean after the update it would reduce to 359? Since you don’t get more skill points past a certain level?

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I think only a dev can answer that, but that is the mechanical behaviour I’m expecting to see myself. It should cause no inherent changes to our existing characters, other than doing away with the clutter of excess skill points displayed on the pages. I have ~2,200+ excess points for instance (after all 5 pages), it’s just stupid.

Should have just added legendary skills that cost 100 skill points to obtain.

Or something like that.

It’s not my game though, I just play it.