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

I’m really impressed that local worlds are coming! I had kind of given up on seeing that happen. Melee weapons will be fun to try out too! :smiley:

It took an hour to generate a standard sized world on my 24-core threadripper (3960X). That seems a bit long when @james said 5 minutes for high-end hardware? It only ran multi-threaded for the first 6 minutes or so, seems like the rest of the time it was only using a few cores.

Also interested in Linux support for the server components at least. You guys must have that already… :eyes:

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What happened to that peat farm you had on Raxxa? It was a good source.

NO

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Solo mode was decided upon due to the need to have local universes. So they created the single character sheet which then requires a different progression system since it takes more than 50 levels for all the skill points. I don’t have all the details but if I had to sum things up that is basically how I’d put it - obviously there might be more reasons or a variety of things might be slightly off base.

Modding isn’t going to work for the average person that just wants to play a game. The solo mode is part of addressing the common complaint that I don’t want to play Boundless because there is no solo mode and only MMO. Hence the need to change and increase possible players and the market for the game.

My assumption would be yes because the MMO changes affect everything in the MMO. Certainly the current curve will impact sovereign planets for sure if people want to build on them. Hence either driving more creative players or some people to just quit. Since sovereign planets are not a money maker for them I doubt the probably will do any changes based on that area though.

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Thanks for the feedback and thoughts on all the points I made.

In regards to point #1… I’m not sure, but just don’t think people will want to grind out 100,000,000 XP for a level especially right now in the game. Even with the new content that is planned I don’t see how this makes any sense right now considering that super new content that will fill the void isn’t likely going to hit until late next year. I guess it just matters what they decide to prioritize. I think if they do a sliding scale it can help a bit more but who knows.

This isn’t an option - 1) It would require a whole rework of the plot system which has huge implications across a whole other host of game systems. 2) It would destroy regen because you’d lock the whole vertical.

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I love you DK <3

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I acknowledged they can’t change to it now. Everyone would have way too many plots. It would have been nice as the original plan. And the plots would still be there vertically, they just wouldn’t cost anything to claim.

Melee/Shield feedback

I made a quick video of a T6 meteorite on testing, here it is (might still be processing):


Now for some of my feedback on melee. I chose to use a gem sword instead of a lucent one because that’d be the most likely scenario for me in the live universe and also this was a toxic world but the lucent shield use was because I didn’t have a diamond one ready yet. Even unforged, they both feel decent to use.

One of the things I’ve taken away from this is that action speed on shields feels kind of important, as during that small delay between raising the shield to its ready state feels like a very vulnerable state since you can’t attack or use any other item while the shield is going up or down!

This makes it feel a little awkward to use a slower shield (like the rift one, not shown in the video) and having a better look at the skills, I wonder why the Shield Mastery skill doesn’t increase action speed the same way that Melee Weapon Mastery does.

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Shield protection against bombs, fall damage, knockbacks generally felt good. Again, the only main issue I felt was with the action speed/ready state delay; it just feels like raising a shield makes you more vulnerable than it should.

Maybe as the animation progresses to its finished state, raising a shield could start providing a (linearly relative to the animation time) portion of its protection during the raising/lowering. So that at 50% of the animation it provides 50% protection. I don’t know if this would be simple to do/add.

In addition, I wonder why there is no Shield Epic, it could be an Epic linked choice between Shield Epic and Melee Weapon Epic, this would make more sense in my mind than the complete absence of a Shield Epic; but like with the Shield Mastery, I think it could/should give an improvement to action speed.

The blink shield is pretty quick at 65 action speed with all the skills, but the rift shield for example at 25 action speed felt very sluggish. 65 is probably just fine as the top-end of the action speed range for a shield but of course forging might be able alleviate the sluggish feel of a heavier shield if they can be forged with action speed (need to check).

The melee weapon cleaving felt very good. Unforged reach seems like it could be better but different weapons have slightly different reaches and at 4m, the diamond sword wasn’t terrible, though it didn’t always feel like it was actually 4m/blocks (but it was in fact working correctly, I checked).

Overall, unforged the weapon felt generally quite decent in terms of damage output; not too slow or too weak. Element boost worked as expected against the relevant creatures. Using the melee weapon against Wildstock and Hoppers felt somewhat dangerous though; unlike with a slingbow it’s not as simple as trying to keep them in a lower ground since the reach is much smaller vs a slingbow/fist.

Using third-person camera for fighting felt weird for me but it’s always been the case. I think that camera view really could do with changes for it to be more useful across the board in fighting situations, since the character blocks so much of the immediate view.

That’s it for now, until I think of other points anyway.

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Actually seeing the sword in action made me REALLY want a better animation/sound for the swords…

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Well, based on the original patch notes, we know that the sounds at least are placeholders, so they should improve; but I too would like to see better animations for the weapons. They’re not horrible but I can totally imagine some nicer/more dynamic swinging animations.


Also just to continue from my post above, I was having a thought regarding this bit:

If the devs ever wanted to change this, I’d recommend having a look at how Warframe does its third-person camera (which can be swapped to either side of the character) as it has a pretty good focus on what’s directly in front of the character. If Boundless used a camera mode like this, the character would need to still be hitting whatever is under the crosshair in order for it to work I guess. But this would greatly improve third-person camera usage in combat (and probably other activities too).

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I agree that Warframe is a really good example for focusing on the action. Guild Wars 2, especially when using action mode, is another example I think the devs should consider for third person mode, if they choose to make a change. It focuses on the character, but in a way that doesn’t mess with gameplay.
If they made a change, which of the two styles they focus on would depend on how they want third person to feel.

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So, for those doing testing in the test branch, I have a question for you all…

We’re probably sure the new gem/lucent melee weapons will get element boosts/resists depending what type of elemental mobs you’re going against…

But what about shields?
Do they get element resists as well when blocking against elemetal mobs?
If so, do you need the opposite gem type, like topaz shields against corrosive as usual, or the same type, amethyst against corrosive as we’re wanting elemental resists?
Or do we get none of those and do gem/lucent shields just block the same ignoring elements?

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I’ll be checking that out later today and will post something then.

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Would someone help a person with easily-confused eyes if the news wrt the update is good or bad and in general what changed and how? I absolutely couldn’t make sense of it from what I was able to read through before getting beaten up by narcolepsy a couple of times, which leaves reality kind of stupified and murky feeling for a while. Apologies for the whine, the grapes seemed so happy. This is re the xp/skill/imnotevensure thing, not the weapons.

  • Skill cap increased to about 360.
  • Levelling keeps costing more XP up to about level 180.
  • 2 skill points per level up to about 180
  • Your skill sheets don’t share skill points, they each have access to all points, so if you have 100 skill points and 5 sheets, each sheet gets 100 skill points.

Beyond that, I would recommend waiting until we have more information/final release - most everything else seems to be in flux.

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In short
you get to use more skill points with less levels > good thing
max level cap higher to 180 > good thing

others are placeholder values, which prob got you confused as half the post was about the cubits thing related to xp/levels

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Pillar plotters is mostly why people give up on even trying to maintain a presence on the more populated official PVE servers–which is nice for popping in and seeing people you met on that unofficial you played on for years before the admin packed it in or went full tyrant or insisted on adding a mod that turned everything to ■■■■. Those experiences have a way of driving people to hunt for that one server that’s not been pillared to death by people you wish the game would electrocute every time they set down a pillar.

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Interesting that people like this. I don’t really care for “asymmetrical switchable over the shoulder 3p” myself, even in shooters. I like just one centered over the shoulder myself.

For Honor has a ton of control and you can do symmetrical OR asymmetrical with full customization. Also it’s one of the only games I know that lets you configure your analog stick dead zones.

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Try official Conan servers, they’re pretty fun. Amazing and super underrated game.

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