Testing 249: Melee Weapons, Shields and Local Universes!

True, for something like this, you should never simply take someone’s word for granted, so here’s some actual evidence to what I was saying above. :slight_smile:

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I honestly hate this “feature”, I wish we could toggle the ability to destroy blocks in our own plot completely off like if you didnt own the plot.

On that screen where you create the universe it says that it doesnt have a world created yet, then a different screen shows the progress of world generation.

I took about 5 minutes on a amd Ryzen 3950 with 64gb of ram

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Everyone Relax this is for SOLO GAMES not the usual MMO we all love and play the exp cap is raised to allow one solo player to have all the skills on one character to allow the full range feel of the game

Im curious if its just for “solo” or for “solo & private universes”, because if the later is included thats a big kick in the teeth to private universes versus the official one…

I would like to see things like xp and resources gains exposed in configurations or at least how to modify xp and resource gains via lua scripts.

OR at least how to modify recipe ingredient amounts because lets be honest the game starts to get really grindy and boring once you actually try to make anything big.

Wouldn’t that be creative?

This seems to match up with this phrasing in the notes.

But this post about the melee update in general implies the change is for the MMO universe as well.

Hopefully we can get some clarification.

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Ah yes, thank you for that hint. Now I get the sense of all those popping up windows :slight_smile: I just have to expand on my patience…or have 1…2 cups of tea.
I really like this new stuff! Good that I opted to have my club time for the next year.

its like 20 items with green text last i remember with a eta of the progress, i would be curious to see what this runs like with a complete headless setup.

The skill tree rework is for all games as it needs to account for the new melee weapon and shield skills.

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Yes, able to protect buildings and/or optional requirement for being on building mode to be able to modify plotted area would be nice.

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The complaint I remember hearing over the years is:

  1. I’m not a miner, so I don’t get alot of xp.
  2. Don’t craft items, I just buy everything so I don’t gain alot of xp.
  3. I am a builder and building doesn’t provide much xp.
  4. I’m mainly a forger and sell them in my store, but forging doesn’t provide a fair amount of xp.
  5. I’m mainly a gather/explorer and hardly get any xp.

So from my experience mining and crafting are the main ways to gain xp. Hunting does provide a fair bit of xp though nothing compared to the amount of xp required in testing or which mining and crafting provides.

I feel those type of things would need to be addressed first people thinking of a large increase in xp requirement per level.

Myself I can’t think of a goldilocks zone for this. The only thing I could think of is if this is actually how it will be in the future is that if you are required for example to get 2,744,000 xp to level each time after lvl 180 then you should still get the same amount of cubits and skill points equal for every 200k xp.

I know it says after level 50 the xp requirement increases with each level. Also you gain 2 skills per level till a certain level is reach, though it still feels like an unfair change for alot of lower level players and new players.

In my past posts I’ve never been a big advocate for making the new/early game mechanics easier for players. This though I feel strongly about and feel is a bad way to go with progression.

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after some hours of testing the new level & skill system I see now some problems or better to say I see one in my opinion gigantic problem

old level sytem testing 249
max. Level 50 180
XP for max. Level 3.304.900 164.226.900
XP for max. Level +1 200.000 2.744.000
Cubits for max Level Chest 300 300

If you was old level 854 and 2/3 you are new level 180 and if you was one off the rare level 1000 player you are new Level 191

in short
250 => 124
500 => 149
854,6 => 180
1000 => 191

but that is not the problem i mean :wink: that was only to show how level will changing

the problem is how we get new cubits for more plots and event items.

at the moment we get for every max level / every 200k xp a umbris coffer with 300 cubits
new in the testing it is like before for every max level a umbris chest BUT this max level chest now needs 2744k xp that means we need 13,72 times more xp for 300 cubits

200k xp => 300 cubits
2744k xp => 300 cubits
2744k / 200k => 13,72

how should a player get later cubits for cosmetic items and plots ?
how long should we farm xp just to get some new plots ?

solution for the problem would be:

  • more chest per level
  • change the system for the chest, like every 200k xp a chest
  • add bigger chest for higher level with more cubits

you need to make something or new player will leave the game if they cant build without farming xp long time

edit answer from james.

edit 2:
cubits increase from level 50 till 190 for each level for 5 cubits
that mean start at level 50 with 300 and end at 190 with 1000 cubits

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Maybe craftable plots? Convert gems or rocks or something into plots, divorcing them from cubits entirely? That would also remove one of the biggest “P2W” features of the game.

Edited to not suggest Oort → plots conversion since people focused on the example and not the idea.

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this will only generate a overflow of plots i think

you want to kill the market price for oort complete :joy: oorts not real cheap, but if this will happen no one can buy oorts ever again

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And even there, you don’t get a lot of XP unless you go out of your way to farm XP. Yes, mining the right things with the right brews and food does reward you with a lot of XP. But the average, casual player will only reach a fraction of what we can get. I doubt that starberry pie, speed brew and speed 3x3 hammer is what everyone uses. Back when I started I used an unforged iron hammer on Besevrona…

It’s still a full price game and it’s unreasonable to ask players to buy the game, then spend a fortune in the shop for plots.

My small silty farm on Besevrona uses 242 plots. That’s 7260 cubits.

The biggest pack in the shop is 15000 cubits for CHF 100.-, I assume it’s about the same in USD. That’s 50 bucks for such a small build that takes about a day to build. What am I supposed to do after finishing that? Deconstruct it? Shell out another 50 bucks? Or go back to build in the smallest possible way?

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I recently looked at buying plots for a build, and yeah it’s around what you calculated in USD. I wouldn’t buy plots with cash at this price, and if I can’t get enough plots, I’d stop building, and if I can’t build, I won’t likely play. I won’t say “If this goes into the game, I quit”, but I worry that it going into the game might go down that path. I guess I could just do alts for plots, but that only goes so far.

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Please stop attaching everything to hunting. There are people who hate hunting. Forging and portalling already depends way to much on hunting for my liking.

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Lol yea I use persisting pies and a diamond hammer with dmg ? and magnet.

Ive bought plots a few times from the shop and it always gives me an empty feeling when I use those cash paid plots to make sure the floating bush of the top of a tree doesn’t come back over a spot.

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Don’t worry, that plot can easily be grinded out with 274400 XP. If you use a teaching pie you only have to put down 34300 machined titanium blocks to qualify for this single plot. Totally F2P friendly, you can work for your plots. :slight_smile:

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Did you forget a “0” :rofl:

1 Like