The LARGEST problem with boundless... crafting times... crafting times... crafting times

One of the many: say a bug happens and all of a sudden a certain tool one shots everything and has infinite durability. With instant crafting, they’d be forced to rollback the game, if they even can. With crafting times, only so many of these tools would enter peoples hands, and they only would need to roll back a certain amount of people.

Because A, it makes the game more fun. You’re no longer forced to wait 10 hours of grinding just to get some diamonds to make a diamond pyramid, you could just go to where the Diamonds are, Mine them up easily, then transfer them back home to craft into the block you want and use it.

Because B, it streamlines the game for casual people, which means going from a few hundred players, to hundreds of thousands of players very very easily. All the best content in the game is meaningless, if there are very little people playing and supporting the game, making the game run out of money and shut down.

Because C, It would allow players more time to have fun, and focus on what they WANT to do, and not be forced to waste hours doing something they don’t want to do, but have to do to progress. Or forced to grind what you like 5x harder, to sell the extra stuff for the small ammount of money people will pay for it to buy your way past what you hate which costs many times more then what you sell.

Because D, it will allow the ability to add more complex mechanics to be used in a shorter time. Imagine if you could create a tool, forge it with effects, Enchant it with other effects, ingrave a name onto it, customize the look of it, customize the name of it, and even change what effect it has when it hits different blocks. Each of those would take days of work to do, even just grinding resources, to craft a tool, then grinding rorge ingrediants, then forging said tool, can take days of work. But imagine if all that time and energy was cut, so you can quickly get the tool, customize it to how you want, and then able to use said tool within only 30 minutes, instead of a 3 days of hard work. ESPECIALLY when tools only last a very very short time, even with Durability forged buffs, and skills, and food, all stacking together. Why should it take 3 days of hard work, to only be able to use the tool for an hour before it breaks?

Because E, With less focus on balancing a grind, and making all the recipies hard, but not too hard, the Devs can focus more on actual content, features, and fun stuff to add to the game instead. Such as special plots and blocks to allow players to create their own dungeons and events. Redstone/LogicGate mechanics to make complicated builds and shops. Traps and Wards to harm Mobs near your build but not harm or effect players. Blocks that can change gravity inside of an enclosed room, Elevators, more decorations, types of refined stones, colors, types of trees, farming, fences, cattle, and even more mobs to fight, and releasing Titans on some planets for people to interact with. So many ideas, that will take years, if they ever even get added at all, because the game is too complicated, hard, and time consuming at it is that adding in even more grind, hard work, and time wasting mechanics into a game isn’t worth the effort to make it.

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Use more machines. That’ll solve the time issue.
If the time was removed, it’d be instant XP for coin. Which I lean towards being too OP.

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I hope we have the choice of linking and following the standard rules with a few of our own parameters, or not linking and following completely custom solo rules.

I really want a private server that I can configure the colors on etc, but I would want it linked to the main grid so people could visit and harvest there etc.

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But that can be balanced, by

  • Just ripping out the Skills, Levels, Perks, and XP system all together.
  • Restricting people into Classes and restricting what a player can use based on those classes. So only a Crafter can Craft and get exp from it, and not any character that can switch to any role to be abused.
  • Just make Crafting not give any XP at all.

There are many ways to balance it. Stopping making excuses to have a bad feature in a game. Plus you don’t even get Coins from leveling up, you get skill points and Cubits.

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These things are part of the game, and I for one love the levelling and perk system - it gives me that small sense of achievement, that not only have I spent the past hour digging up rocks, but I also got some coins and plots for it too. That’s something Minecraft doesn’t have, and takes some of the tedium out of necessary tasks.

These things you’re listing as ‘bad features’ are simply features you do not like. You must understand that there’s a difference between something that’s flawed, and something you dislike.

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This is your opinion, and not a very constructive way to put it out there. As it turns out, there are thousands of games out right now. Just because one does something doesn’t mean they all have to be exactly the same. Its what they do different that sets them apart. You are always welcome to have your opinions, but you have to remember that they are just your opinions.

I like the fact that people have to make decisions on what they are going to craft next and they can’t just flood the market with something 10 seconds after they get the materials. The time requirements make the world feel more real to me. It helps with my immersion. So in my opinion, it is a good feature. Though I know there will be people that don’t like waiting, which will hopefully be solved by private servers for them at a later date.

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Boundless crafting is like square wheels.
A challenge without meaning.

That’s why F1 racing cars don’t use them.

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Why you think game is not viable to be MMORPG?

To create balance, increase interaction between players and keep game interesting longer for players who play game?

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I have always gotten a gold star or other trophy just for showing up. This game should be changed to get rid of crafting, hunting, mining, and building and just give me a reward every time I log in.

Also, balance it better by giving me the achievements but not giving them to anyone else.

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I think it give some sense of immersion, you have machines, and machines take time to process things, but I agree that some recipes take an insane time to get done, so reduce them drastically may be a good thing.

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Any ideas on how to make it more meaningful?

easy solution for timers? plan ur time when u put items in que, go and gather other materials for others crafts in the meantime. that way u completly negates timers. easy as that.

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But it also brings in limitations on a Sandbox Game. Minecraft did eventually add in EXP and Levels, but not as a requirement to craft things, or limit what content you can or can not do, but for Enchanting items and balancing it so you need more levels, which get consumed, when you enchant a very high effect on something.

But with how the game is now, A, you can’t do every content in the game on one character. Just being a Crafter alone, means you can’t be any other role because of how many skill points you need. And even then! With how the perks are mostly all ‘Choose one or the Other’, you actually need like 3 different Crafting Alts, just to get max Forging, Max Brewing, and Max Food. It will jump up to 6 alts needed when they add the next Tier of Tools/Tech/Weapons and need Tool/Tech/Weapons lvl 4 instead of just 3.

  1. SIX. Six alts needed, just to be able to Craft everything in the game. And you can only have 10 Alts total.

That is why, the option you skipped over, I stated going full RPG and adding in Classes. Don’t go “It’s a Sandbox like Minecraft, but we’re going to force you into specific roles and force you to make alts” Instead just go “It’s like an MMORPG, only instead of different combat classes like Hunter, Warrior, and Druid, you get Hunter, Crafter, Gatherer, and Builder!” with full on Classes.

No, I’m not just saying it’s bad cause I don’t like it, but because mechanically speaking, in this kinda game, it is a very flawed and broken system. It’s so badly broken, the most cheapest Cubit item to get, besides plots, is 10 Clense Points to change your character and fix all the mistakes you’re constantly making. THAT ISN’T A GOOD THING.

It’s a Building Sandbox game, but you can’t even do all activities without an Alt. In any other game, you still have access to all the content, even if restricted by a class. In an MMO, no matter the class, you can always go to every zone, fight all the bosses, do all the quest with very few class specific exceptions with are very tiny amount. Where as in this game, if you play as a miner, skilled as a miner, it’s straight up impossible for you to do any Crafting or Forging content. And if you’re a crafter, with all the crafting skills, it’s also literally impossible for you to go to T6 and mine for Diamonds, or mine anything since you’d not be able to do any damage to the blocks there, even with a Forged Gem Tool, cause you just don’t have any skills into dmg for that tool.

The game can’t be a Sandbox game, and an MMORPG. If it’s a Sandbox, it’s about freedom and able to do all the content, but if it’s an MMORPG, restricting people to roles, in a Sandbox those roles restrict people from doing content. At least if you force people into Classes, and have the Content set to those Classes, it’s much more open, clear, and easy to understand.

Also if you try to justify the no classes by bringing up other MMORPGs or just RPGS with using skills and no classes, like Skyrim, I’ll point out that A, all of them focus mainly on Combat, and all those Skills you can freely choose, are combat focused skills. They are all the same thing, Fireball, Iceball, or Lightningball. Just a different name, and a different visual and debuff, but all do damage, all focus on combat.

But Boundless has skills set for very specific roles. Miner is not the same as Hunter, which is not the same as a Builder, which is not the same as a crafter! +5 Hammer Mastery, is not the exact same thing in a different flaver as +2 Tool Crafting.

It is NOT a good feature, not just by opinion, but by Balance, Implimentation, and Fundamental Limitations for this Specific game, and what it’s trying to be.


You are correct, but other than Recipies for Tools being the same as in Minecraft, nothing else I’ve ever suggested was to straight up rip out a feature and transplant it into Boundless. Instead it’s to look at things that Work, take the ideas of it, and impliment those ideas in such a way that they work. Such as Materials.

In Minecraft, there is just 1 world, so Materials are based only on how deep you go down underground. Because of that, it doesn’t matter WHERE you are in the world of Minecraft, if you dig straight down, you’re going to find every material in the game, Coal, Iron, Redstone, and Diamonds.

A Suggestion I had, was to take that easy of finding, and translating it into Boundless. Instead of all Worlds acting like Minecraft, instead have each Tier be a different Material. T1 worlds just have Copper, T2 just have Iron, T3 just have Gold, T4 just have Silver, T5 has just Titanium, and T6 has all the Gems.

But it doesn’t need to just have all the blocks under the surface just be those materials. Since the entire planet will just have Iron, for example, you can make them spawn farther apart, in tighter clumps, where people will need to search farther and farther away to get to the sweet spots of Ores.

And even suggested my own take on Tool usefulness. Right now, Gem Tools are the best, if you can afford Gem Tools, you’ll never need to use any other tool Period. And instead I again suggested the ‘Progression’ from Minecraft. Need Stone to mine Iron and Iron to mine Diamonds. But again, with my own Twist.

Using the Suggestion above, about different Tiers holding just 1 material, you can also make it so while you need, say, Iron tool to damage and Mine Silver. I suggested restricting to JUST Iron and Silver Tools can break Silver, lower tools can’t, like Cooper, and higher tools like Titanium and Gems can’t break Silver Tools either. This would make, at least the Hammers, be less over powered weaker tools useless as you’d need all the different hammers, to break the different materials. Instead of just Gem Hammers to break everything.

Taking a working feature from a different game, and folding it into a different form that could work in Boundless so it isn’t just a straight up rip off.

The only thing I do say they should rip off from anything, it’s Player Created Events from Trove. Where players can create an Area, Populate it with special Event Blocks like Coins, Start and Finish lines, Mob Spawns, and such. Then link a portal to that area and when you go into the portal it warps you to an event using a copy of the area that was created with the special blocks now being used by the event. So a race would have the Start and Finish lines, while a dungeon would have Monsters spawn, and so on, and it all player created.


Because it’s marketed, and built like a Sandbox game, like Minecraft, only with levels and skills limiting you. If it’s an MMORPG, there would be a focus on Combat, classes, dungeons, quests, NPCs, and so on.

Instead the game is marketed for building and being a Sandbox where you can build anything anywhere.

We should be getting features and content that allows players to create stuff easily, and not be forced to do hours of grinding, for little content, with little reward for all that hard work, and only able to build limited things. Namely pictures of Art, Buildings, and Shops.

so just completely remake the core features of the game?

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If you have to, to make the game better. Yes.

Halo, Combat Evolved, originally start as a top down RTS. Instead it ended up releasing as a First Person Shooter, and ended up being one of the biggest titles on Xbox, and one of the best FPS games ever created.

instant gratafacation like this will only lead to more thread titles like “I’m bored”.

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A true Sandbox would have no limitations. It would essentially be Creative Mode. Something like that may come in the future, via private servers.

This is somewhat of an MMO standard. You choose a role, and get good at it.

I don’t have any alts. My single character is a Crafter, Gatherer, Hunter, Miner, Builder and Procrastinator.

This is an opinion.

I agree that the Cubit prices are too high for some of the extras, but the simple solution to that is; cheaper prices. No need to alter the entire structure of the game to fix what’s essentially a few lines of code.

I disagree. With the addition of Private Servers (which are coming) may give you more freedom in terms of Sandbox creativity.

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I honestly can’t wait for this. it will fix a lot of problems. so many people want the game to be something it is not.
with privet servers all those people will disappear into there own worlds. they’re happy … I’m happy every one wins!

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Gamr has some of these features and none of these aren’t needed for game being mmorpg. I really like that Boundless skill system isn’t locked on picking class when you start creating character, freedom to train skills what you like is something what I have been much for example on Ultima Online, what is to me sandbox mmorpg.
Having some NPCs and they handing quests on game could be interesting but isn’t feat/objectives already doing that quest part, just without bad stories of how to slain hundreds of wildstocks that ate NPCs farm empty?

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