Looking at level 130, which what level I estimate I’m at (I always forget to check), I would get put at level 89 in the new system, with a drop from about 33k cubits to about 23k cubits, which is only a 30% reduction.
It seems like the goal is to set a sort of soft-ceiling to the number of plots you can have. “If you have this many plots, you should probably consolidate or spend money if you want to build more”.
That said, I don’t have enough plots right now, and I need to grind more. As it is, I’m making my wife plot things so I can finish builds.
Good luck if you ever want to take them back because of the annoying plot protection system… Been there, done that. (At least they get money from two gleam clubs although I’m the only one playing. :-))
Cubits from level 1 to 50.
I understand that it’s unplayable after level 190 but I wanted to see where it really starts to hurt. With the way to curve is right now it looks like one of these F2P games where you don’t have to spend money for the first few month until your hooked but then can’t progress without substantial spendings.
Then we have to play all 10 chars every week until they are at the cap.
That’s the main problem. The game doesn’t have enough content to do anything but build. We can’t just do something else. There’s no reason, nor is it fun, to e.g. mine 5 times as much…
This is definitely what it feels like they are doing. Even if their real goal is the honest and respectable goal of reducing the number of people who can plot ridiculous areas for free, this change is likely to come off to both old and new players alike as friction to increase revenue.
It’s frustrating they haven’t commented, but they may be waiting to see more of how the conversation goes on it’s own. If I were them, I would wait for the initial shock to fade and see what discussions come about after a few days or a week before interfering with the discussion.
I implore people to focus on the “game mechanic” of leveling as it stands now in testing and NOT the “xp values.” No, I haven’t talked with James about the system yet (plan to ask for a call soon if release is soon) but I do know a lot of times they just put placeholder values in.
So while, it is important to mention that you don’t like the XP values make sure the other parts of the way we get it are focused on. If that is the issue we need to bring up because they can always lower that XP different or the % needed each level much easier than change “how it works”
Please remember that if the plots your wife has are touching a player you don’t know, you will never want to unplot and replot to you because the other beacon will likely reserve the space the second you unplot. So you should keep those plots on the same character they were put down on so you keep the “time history.”
I hope that makes sense. If not - basically plot has a time value and it used to determine who owns the reserved space around it. This is important when you touch other plots because it will decide who gets reserved space.
If it is against people you know, you can always work it out. If it is against someone you don’t know then you could lose that area and never get it back. So you have to be careful. That is why many of us create larger buffers around our builds and never touch the plots so we keep that reserved space due to our plot being the “oldest time.”
I disagree, I read James post that they do plan to nerf the cubits rewards. It is very important that we do give them feedback on the amount of the nerf because if they go to far (which they currently do) the game will not be playable as we currently do. Take a loot at the table I’ve posted. My mains plots are mostly used up. I would either have to deconstruct some of my farms or build them much smaller (not fun) or spend 700.- (not going to happen).
Increasing the amount of xp per level as you go up is not a bad thing by itself, it should be challenging to level up higher but there is a difference between having to grind mindlessly and doing difficult tasks with a bigger reward.
Right now I don’t think we have any good higher level activities that reward us accordingly besides crafting.
So if the game is going to move in this direction which I don’t think is a bad idea, then we need new activities for everyone.
For hunters it’s easy, we need to improve the rewards we get from mobs and meteors, but for now let’s focus on XP.
We should be able to get more XP as we face stronger enemies and less XP for doing the opposite.
Devs could add higher tier planets(or dungeons if we ever get them) with stronger mobs every time the level cap is increased.
Crafting is also not a problem i believe, i hope that we also eventually get better materials and tools to craft as we level up.
But then we have all the other activities that have a very poor reward system like building, forging, farming and foraging.
We could say “just increase the xp for everything they do” but that would lead to problems like bots farming easy xp by placing blocks and removing them, so we need to think in a good way to improve these without breaking the game.
If we can’t get this then the increase on XP per level needs to be reduced by a lot because it’s going to be painful to grind xp.
I’m not saying don’t talk about that but you all will hurt yourself if you just focus on the XP number value versus the actual % increase required per level or how the other game mechanics work. in the leveling aspect. The issue with the Devs is ALWAYS the system and not the values of the balance in it.
They can tweak the system for the balance however they want but if the overall game mechanic of the system is bad then we want to focus on that. I know this because I’ve talked to James (via voice) the most out of anyone here in this game about “the systems” inside it and how to change them. Nothing ever was about the values as much as it was how - this system affects the other system, etc.
So I still think we should be breaking out “plot” rewards from XP leveling or something so the system supports progression in skills AND not require progression in building.
Now they might have settled on a nerf to stop large plots but that doesn’t really feel like James at all. Rarely have I ever seen them specifically put in nerfs to stop actions. Usually they allow people options.
Plots should mainly be earned through building, not mining or crafting. It’s dumb that people who need plots don’t have them and people who don’t need them to build have them.
But such a change is outside the scope of the next patch and I’m not a game dev to come up with a perfect solution to that anyway.
I can only offer them feedback that, if they nerf the amount of plots I gain even the slightest, I won’t be able to continue playing the game the way I currently do. And depending on the numbers of the nerf I won’t be able to play it at all.
The current 4.6 times nerf is way to big for me to “just grind around it”. I haven’t played a minute without an active XP pie since they changed the pie it and I still have to go out of my way to grind for plots.
So ignoring that “curve” is the system they are using and how it works a good one? That is what I’m trying to make sure everyone that is really looking into this can agree on or not. That curve can be adjusted but the system will be much harder.
Can we agree that the “system” makes sense? Or what needs to change there?