Thank you for answering my questions.
Dont worry mate. i am absolutely horrible at building, i couldnāt make anything nice even to save my life. But I donāt suspect that will matter in the long run. For me Boundless is a game that focuses more on the RPG elements than the building, Like buildings have a purpose rather than being just art. You can still make epic things of course, but i feel like those of us who suck at building will still have a good time 
@ben It sounds like a really nice system, levels, exp, weapontype and specialization skilllines. Look forward to hearing how we can mix and match it and if we have active abilities or everything is only passives.
and for those saying @KuroKuma didnāt post the critisism constructively, i would like to defend him and say from the very start, from even before we had this forum (over a year ago) he was fundamentally against any limitation to how much you can learn, which he has said consistently in every post mentioning it. so i dont really think saying āthat sucks but i will wait for more informationā is unjustified.
On the building topic: Yes, I also can just build basic structures with no aspects of art, but purpose, so Iām not gaming much in the moment. Hope the other features will come into the game soon so that this may change ^^
On the ābuild your classā idea, Iām also sceptical but will wait with more deep criticism til we have more info on that. But one basic thought that may save my day if confirmed: Will we be able to switch our specialisation(s) later ingame? I hope so cuz that would help to have a more flexible feel in the game (and less limiting). The game is called āBOUNDLESSā, so let us be boundless! 
Yeah it very much depends on the approach.
When we talk about specialization i can understand having a limitation on crafting professions, for me it would make it more interesting. But then the real question becomes on the āCombatā skill lines.
Without assuming whether or not we have hotbar i think the most fundamental question is just which of these 3 applies the most
- You can select X skill lines which creates a class, But you are locked to them (Create a class wow style!)
- You can select X skill lines at a time which creates a class. You can then change between the skill lines used (The secret world style "pick two weapon lines you can get skills from)
- You can select X skill lines which creates a class. You are allowed a dual-spec system which allows you to switch between two āClassesā
and then there are few more questions such as
- Do you get exp for using certain weapons or do you just get āSkill pointsā per level
- If you get skillpoints can you respec for x amount of Gold, Oortshards, Voodoo points (whatever)
@ben i look forward to more information. One thing though, if you plan to do it with certain skill lines make a class, i think it would be really really epic if you could do like ArcheAge and name all of them so people have a point of reference.
Also for the naming process of classes

I would add ā¦
- You can select X skill lines but may unlearn a like to get a new one for it (With loss of all progress on the lost skill)
And yes, respecing would be cool ![]()
Yeah that was what i meant with respec, either respec points or entire skill lines.
One the naming stuff: If you are only able to chose 2 or 3 skill lines the concept of names for the classes may be possible ⦠but if it get more (or with mayor and minor skill lines) it could become a reeeaaal messy hassle. But I think people should chose their own name for the class (like in the elder scrolls games (the old ones) where you could name your self made class after building it in the beginning
)
I suspect you havent seen archeage with 120 different class names
Like I said: 3 Lines are ok ⦠4 or more will become messy ^^ (And I knew those of Archage ⦠I played it for short as well
)
This would definitely be more awesome than pre-defined names like in Archage.
I“d still prefer having no name,tag,title etc. on my character that immediately tells everyone what I“ve skilled at all (you“ll probably be able to determine if a player is a tank or an archer by just looking at him).
If we had pvp it would matter, since we dont⦠I would personally like to have some predefined classes because then for example if you are looking for a group you can say your class and people know roughly what you can do. On the other hand it can be seen in TSW that it isnt always necessary, but was always just like ādps, healer or tankā
So there are positives and negatives to having easily identifiable classes.
I think building is a bit tricky or unconvenient compared to mcās creative mode since one has to balance grappling hook swings and is facing a lot of rather unforseen slams to the ground from high places. It is funny somehow. The wind audio does its part to create an illusion of height and falling velocity. Tbf, I would have my problems creating a dwarven statue like you did, I rather enjoy locating (near) geographic monuments and build obscure architectural ideas. Landscape definitely is an inspiration. Towers, bridges, stairways, in between a circular mountain ridge. My aim is not to build by design. I think the final (if ever) version will be a rather I canāt tell.
Neverthougless, very fun to play this game. Especially for longly people like me. (Long arms, long hands, long ends).
Without /fly the unforeseen slams to the ground also occur in mc haha. And Boundlessā amazing predictive block placing tech is SO NICE. They really did an incredible job with that.
I agree. The schemes at the edges of blocks are very helpful. But I was even more impressed by the easy going functionality of the chisel tool and its intuitive handling. I believe it uses a invisible grid or pointer detection on plains in order to detect where to clip off an edge. Real Cool. And āuserā friendly.
I liked the old (inventory slots) variation far more. It was more precious for my feeling. The chisel is more āeasyā to use but not that effective because it happens often that i miss-click and need to replace blocks ⦠Maybe i just need to give it some more tries and testing but at the moment i donāt like it that much ![]()
I think it is very efficient. Although it messes up sometimes. I liked the old way of making slopes too. It was puzzly :))